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#3931826 - 03/29/14 04:49 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Do those upgrading to 0.4 from prior TMR releases need to make any adjustments for multiplayer use?


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
Inline advert (2nd and 3rd post)

#3931945 - 03/29/14 10:03 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Taosenai Offline
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0.4.1 Changelog
- Fixed: autorest - No longer requires any 'vehicles' to be created, and is slightly faster.
- Fixed: smallarms - Mk200 will fire now.
- Fixed: smallarms - ASDG Joint Rails inheritance mistake. Might fix CTD under certain conditions.
- Changed: autorest - Slightly more forgiving resting area.

If you're using TMR in multiplayer when the server is not also running TMR, you'll still need to remove these modules to avoid bothering other players with warnings -- tmr_nlaw, tmr_disposable, tmr_smallarms_suppressors_unique, tmr_u_loadouts


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3932142 - 03/30/14 04:34 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Taosenai Offline
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0.4.2 CHANGELOG

- Added: autorest – Objects can be excluded from hardrest (currently only flowers).
- Fixed: autorest – Directionality of refpoints is now correct.
- Fixed: recoil – Camshake/dispersion EH properly called.
- Changed: autorest – Even more forgiving rest area. If your right elbow is on a wall to your right side, you should be able to rest. (Intentionally not so for your left elbow.)


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3932149 - 03/30/14 05:09 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Tyco Offline
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A curse upon left elbows!

#3938726 - 04/13/14 05:54 PM Re: TMR 0.3: Optics Update [Re: Tyco]  
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Taosenai Offline
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0.4.3 CHANGELOG
- Added: cso – Second flavor of TMR which includes only client-side modules.
- Added: core_savemonitor - Very performant monitoring for multiple spawned scripts that must be restarted after game load. Adds only one extra scheduled thread (which only sleeps) for any number of handles to be monitored. Leverages the persistance of CBA key handlers.
- Fixed: autorest - Key handlers now work after load game in singleplayer.
- Fixed: optics - Now displays properly after load.
- Fixed: optics - Scope is now hidden in map view.
- Fixed: nlaw - Key handlers now work after load game in singleplayer.
- Changed: make.py - New parameter 'target' to allow multiple module buildsets with distinct key signing with just one command.

RELEASE NOTES
- TMR now comes in two flavors: TMR and TMR-CSO (Client Side Only). Use only one at a time. Server administrators not running TMR should use the TMR-CSO key to only permit connections from players using the CSO version.


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3939178 - 04/14/14 07:08 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Taosenai Offline
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0.4.3.1 CHANGELOG

- Fixed: One line fix to script reloading after save/load rather than after abort/continue. (You, too, may wonder why these two actions have different behaviors in the engine.)


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3982798 - 07/18/14 05:03 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Taosenai Offline
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Public Alpha
0.5alpha2

New modules
---------------------
tmr_ai
An ambitious AI overhaul based on tweaking engine values rather than using performance-hungry and often unreliable scripting techniques. Includes the usual adjustments to AI skills and accuracy, carefully tuned to create a dangerous and fast-reacting foe in CQB which does not turn into an aimbot at longer ranges. The most exciting feature is a complete rewrite of the AI weapon engagement patterns for most small arms (more to come). The AI will now fire bursts with their LMGs of varying lengths depending on the engagement range, slow their firing rate at longer ranges, and more. AI employment of fragmentation grenades and underbarrel grenade launchers is both more aggressive and less 'laser guided.' The AI will occasionally deploy smoke (again, no scripts). They will also engage at greater ranges more effectively.

tmr_blastfrag
Complete fragmentation simulation system for explosives. Most are implemented. Frag velocity calculated using real data and the Gurney equations where available. Uses an intelligent fragment generation system which only directs fragments where they will hit something (object, person, vehicle) in order to allow for considerable fragmentation effects without creating network desync or latency (even w/ 40mm AGL systems). Dramatically increases the lethality of hand and UGL grenades. Predictive fragmentation system inspired by the video released by Nou showcasing his (more sophisticated) system.

tmr_bodyarmor
Reworks all uniform and body armor values to provide a consistent gameplay experience. All uniforms now provide exactly the same degree of protection -- very little, seeing that fabric does not stop bullets. All tactical vests and chestrigs with armor plates modeled provide additional armor to the torso only. In order to maintain game balance and realism, the CSAT LBV Harnesses also provide plate equivalent armor (imagine that the plates are included with the LBV and insert directly into the advanced CSAT uniform). All armored helmets now provide equivalent protection. Note that this system still uses the BI hitpoints system, so don't expect miracles. Three chest shots with a 6.5mm rifle will reliably drop a man wearing plate-equivalent armor. Two pistol shots to the head will kill a man with a kevlar helmet, but plate armor reliably reduces pistol damage. Rifle headshots and shots against unarmored chests reliably kill in a single hit with 6.5mm. The overarching goal of this modification was to restore the time-to-kill/shots-to-kill feel of Arma 2, and to remove the inconsistent, unpredictable, and unfun armoring intentionally implemented by BI. (Grenadier vests provide double (!!) the armor by default. Why?)

tmr_hiteffects
Implements several new features relating to taking damage. Increases the intensity of the red flash when shot. Causes character to vocalize when hit (don't worry, it's subtle and uses existing game sounds). Damaging grenade and explosive blasts will cause temporary ear ringing. Characters who sustain considerable damage from a gunshot or explosion have a chance to fall down, either into a tactical prone position (if standing) or onto their butt (if crouching), to reflect the result of sudden shock, blood pressure loss, and fear (not 'knockdown power'). Inspired by the implementation in tpwmod.

tmr_particletweaks
Currently increases the volume and duration of a smoke grenades. Should have no noticeable performance effect.

tmr_physxtweaks
Attempts to reduce/eliminate the character 'knockback' jerk animation thing when shot. May or may not have any effect at all.

tmr_reloadspeedtweaks
Slightly slows the reload speeds of some weapons to better match their associated sounds. Reduces the reload speed of the underbarrel grenade launcher to prevent excessively rapid fire. Reduces the reload speed of launchers to prevent excessively (!!) rapid fire, especially of Titan missiles.

tmr_smallarms_grenades
Increases blast and damage radius of all grenades, including 40mm underbarrel grenades, which are quite weak by default. Maintains realistic kill and casualty radius.

Changelog
----------------------------------
Added: Field Manual entries for many mods.
Added: autorest - Configurable keybinds using latest CBA Keybinding module.
Removed: aimsway -- learn to love the Bootcamp sway.
Changed: smallarms_recoil -- across the board increase to recoil. Resting more important than ever.
Fixed: nlaw -- Use correct keyname.


DOWNLOAD @tmr-0.5alpha2.zip

This is considered an Alpha release. Some features are not complete and others may have bugs, serious or otherwise. This has been tested in multiplayer.

I consider the new AI to be an appropriately fun challenge on 'Normal' (aipresetlevel=1). Note that vehicle AI behaviors have not been tuned (not that thermal sight 30mm cannons will ever yield a fun gameplay experience, no matter how much tweaking is done).

Excited for your feedback and bug reports. Be sure you are using the very latest CBA.

Last edited by Taosenai; 07/18/14 05:15 PM.

Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3982895 - 07/18/14 08:14 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Fridge Offline
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Looking forward to trying this some more!


Fridge
----------
Things which do you no good in aviation:
1) Altitude above you;
2) Runway behind you;
3) Fuel in the truck;
4) The airspeed you don't have.
#3983082 - 07/19/14 01:19 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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gatordev Offline
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Tao,

Is this still modular? Say I don't want one or two parts (assuming they're unrelated like AI and grenades), can I just remove those particular files?

Thanks for all your updates. Shouldn't you be PhD'ing or something?

#3983155 - 07/19/14 05:17 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Taosenai Offline
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Yep, still modular. Most parts should come right out.

Yep, I really should be...


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3984332 - 07/22/14 11:20 AM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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gatordev Offline
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Thanks!

#3985287 - 07/24/14 11:14 AM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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gatordev Offline
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Tao,

Figured I'd put this here rather than over in your BIS thread (better Signal to Noise Ratio here).

The other day, I removed your AI.pbo and bad things happened. Maps wouldn't preview in the editor and BIS missions/Bootcamp would load, but nothing come up once in-game (same blank gray screen as in the editor).

I installed via PwS, so not sure if there's a load order issue. Because I used PwS, all of your .pbos are loading. The AI one was just the first one I was going to try and play without.


Last edited by gatordev; 07/24/14 11:15 AM.
#3985561 - 07/24/14 07:06 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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Taosenai Offline
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That sounds really weird. No other module should depend on the AI module. Can you confirm the behavior when installing TMR manually with no other running mods?


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3985839 - 07/25/14 11:06 AM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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gatordev Offline
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I'll play with it and report back. I can't remember which iteration was which, but I'm pretty sure at one point I just had CBA and TMR running. However, that was with a PwS download. I'll try it with a manual download tonight.

#3986106 - 07/25/14 11:28 PM Re: TMR 0.3: Optics Update [Re: Taosenai]  
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gatordev Offline
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So this is what I'm getting:



This is with a manually installed TMR (.3a3), CBA, and launched with PwS. What ends up happening is in the editor, there is no Man class, only vehicles. Obviously that won't load correctly.

When I put the AI.pbo back in, no problems.

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