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Clafghan Map 20x20 Beta Release

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An fix would be awesome, but it seems that mini needs an permission from opterix

Permission already granted By Mr. Opteryx :yay:

But I guess that may be a little tricky to track down every RPT warning, since it also refers to bis objects (ca\misc3\ etc etc) and some razmisc ...

Anyways, if anybody knows a bit more at these matters we all would really appreciate any advice or help, specially concerning coding stuff

Cheers!

Edited by Robster

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yeah I know. I'm not really complaining. I love this map for sure it's a real jewel in my opinion. I also saw that a lot of errors are related to objects and Opteryx stuff. Mostly missing config errors so most probably we won't see a fix for that anytime soon. it's just so incredible fast that your RPT file increases. I'm cleaning once week.

Can I ask, how does one clean RPT files out?? Thanks

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Just delete it...

Ok. But where exactly is this file/s located within ARMA folder? Within the C:Programfiles/ARMA or within the My Documents section?

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Robster this news are very great cant wait for next update :bounce3:

@meade95

you find your .rpt file on windows under:

C:\Users\*user*\AppData\Local\ArmA 2 OA\arma2OA.rpt

open it with Editor to look into it.

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Hello Robster and Minimalaco!

Here is my rpt. i tested only with your mod i hope this helps a little bit for the next update.

ArmA/CO Ver.1.59

Regards Mike-USA

Version 1.59.79384
Item str_disp_server_control listed twice
Updating base class Overcast->, by cla\clafghan\config.bin/CfgWorlds/CAWorld/Weather/Overcast/
Updating base class ->Overcast, by ca\desert_e\config.bin/CfgWorlds/CAWorld/Weather/Overcast/
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable
ca\buildings\tents\fortress_01.p3d: house, config class missing
ca\buildings\tents\pristresek.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\pristresek.p3d: house, config class missing
ca\buildings\tents\fortress_02.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
opxbuildings\shack.p3d: house, config class missing
opxbuildings\shack.p3d: house, config class missing
razmisc\wall2_plaster_gate r.p3d: house, config class missing
razmisc\bigwall1_long_raz.p3d: house, config class missing
razmisc\bigwall1d_door_raz.p3d: house, config class missing
razmisc\bigwall1d_short_raz.p3d: house, config class missing
razmisc\bigwall1d_short_raz.p3d: house, config class missing
razmisc\bigwall1d_short_raz.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\hut6_raz.p3d: house, config class missing
Strange convex component razmisc\razhut5.p3d in component03:geometry
Strange convex component razmisc\razhut5.p3d in component04:geometry
Strange convex component razmisc\razhut5.p3d in component07:geometry
Strange convex component razmisc\razhut5.p3d in component16:geometry
Strange convex component razmisc\razhut5.p3d in component03:geometryFire
Strange convex component razmisc\razhut5.p3d in component04:geometryFire
Strange convex component razmisc\razhut5.p3d in component07:geometryFire
Strange convex component razmisc\razhut5.p3d in component16:geometryFire
Strange convex component razmisc\razhut5.p3d in component03:geometryView
Strange convex component razmisc\razhut5.p3d in component04:geometryView
Strange convex component razmisc\razhut5.p3d in component07:geometryView
Strange convex component razmisc\razhut5.p3d in component16:geometryView
razmisc\shack_raz.p3d: house, config class missing
razmisc\shack_raz.p3d: house, config class missing
LODShape::Preload: shape 'razmisc\wall3.p3d' not found
Warning Message: Cannot open object razmisc\wall3.p3d
opxbuildings\little mosque.p3d: house, config class missing
razmisc\hut9_raz.p3d: house, config class missing
ca\buildings\tents\fortress_01.p3d: house, config class missing
ca\buildings\tents\fortress_01.p3d: house, config class missing
Error in expression <lake>
 Error position: <lake>
 Error Nicht definierte Variable in Ausdruck: lake
Bad expression in bin\config.bin/CfgWorlds/clafghan/EnvSounds/Sea.volume
Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueFaction/
Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueClass/
Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueVehicle/
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable
Mission test.clafghan: Missing 'description.ext::Header'
Creating debriefing

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Fixed that Overcast thing, thanks to Bushlurker and Columdrum who addressed that

I did fix that sea/lake thing regarding EnvSounds

This is RPT I have today.... any ideas how to keep solving these?

=====================================================================
== C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ArmA2OA.exe
== "C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ArmA2OA.exe" "-mod=C:\Program Files (x86)\Steam\SteamApps\common\arma 2;Expansion;ca;@clafghan" -nosplash -world=empty 
=====================================================================
Exe timestamp: 2011/08/11 23:55:37
Current time:  2011/11/25 23:09:59

Version 1.59.79384
Item str_disp_server_control listed twice


=====================================================================
== C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ArmA2OA.exe
== "C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ArmA2OA.exe" "-mod=C:\Program Files (x86)\Steam\SteamApps\common\arma 2;Expansion;ca;@clafghan" -nosplash -world=empty 
=====================================================================
Exe timestamp: 2011/08/11 23:55:37
Current time:  2011/11/25 23:10:20

Version 1.59.79384
Item str_disp_server_control listed twice
ca\buildings\tents\fortress_01.p3d: house, config class missing
ca\buildings\tents\pristresek.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\pristresek.p3d: house, config class missing
ca\buildings\tents\fortress_02.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
opxbuildings\shack.p3d: house, config class missing
opxbuildings\shack.p3d: house, config class missing
razmisc\wall2_plaster_gate r.p3d: house, config class missing
razmisc\bigwall1_long_raz.p3d: house, config class missing
razmisc\bigwall1d_door_raz.p3d: house, config class missing
razmisc\bigwall1d_short_raz.p3d: house, config class missing
razmisc\bigwall1d_short_raz.p3d: house, config class missing
razmisc\bigwall1d_short_raz.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\wall3_plaster_long.p3d: house, config class missing
razmisc\hut6_raz.p3d: house, config class missing
LODShape::Preload: shape 'razmisc\wall3.p3d' not found
Warning Message: Cannot open object razmisc\wall3.p3d
opxbuildings\little mosque.p3d: house, config class missing
Strange convex component razmisc\razhut5.p3d in component03:geometry
Strange convex component razmisc\razhut5.p3d in component04:geometry
Strange convex component razmisc\razhut5.p3d in component07:geometry
Strange convex component razmisc\razhut5.p3d in component16:geometry
Strange convex component razmisc\razhut5.p3d in component03:geometryFire
Strange convex component razmisc\razhut5.p3d in component04:geometryFire
Strange convex component razmisc\razhut5.p3d in component07:geometryFire
Strange convex component razmisc\razhut5.p3d in component16:geometryFire
Strange convex component razmisc\razhut5.p3d in component03:geometryView
Strange convex component razmisc\razhut5.p3d in component04:geometryView
Strange convex component razmisc\razhut5.p3d in component07:geometryView
Strange convex component razmisc\razhut5.p3d in component16:geometryView
ca\buildings\tents\fortress_01.p3d: house, config class missing
ca\buildings\tents\fortress_01.p3d: house, config class missing
Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueFaction/
Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueClass/
Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueVehicle/
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
razmisc\hut9_raz.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing

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@Robster,

The "config class missing" was caused by the wrong use of class, such as "ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing", you may find it's actually belongs to the:

class Base_WarfareBBarrier10xTall : Base_WarfareBBarrier5x

{

displayName = "$STR_DN_WARFAREBBARRIER10XTALL";

model = "\CA\Misc3\WF\WF_hesco_big_10x.p3d";

icon = "\Ca\buildings\Icons\i_camosmall_CA.paa";

mapSize = 10;

armor = 850;

GhostPreview = "Base_WarfareBBarrier10xTallPreview";

};

So "Base_WarfareBBarrier10xTall" is the right name you should use in your island instead of "WF_hesco_big_10x.p3d"

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@Lao Fei Mao: I see...

1. So, to fix this we have to rename them inside visitor 3 before doing a proper binarization ???

2. How do I find correct names? Are they located inside ca folder in p: drive? Should I do some text editor/search???

Many thanks for your quick answer!!!

EDIT: I'm trying to figure this out, but I'm confused... Do I have to change the p3d file name replacing it for the class name ??? Where do I have to do this...??? Hope if I understand this all we might achieve a clean RPT file...

Edited by Robster

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Sorry if someone suggested this before, but maybe you could reduce the amount of trees in some areas in the next release ? There are some areas with high density of trees, which also affects performance.

Thanks. :)

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EDIT: I'm trying to figure this out, but I'm confused... Do I have to change the p3d file name replacing it for the class name ??? Where do I have to do this...??? Hope if I understand this all we might achieve a clean RPT file

Problem is if your using Namespace such as cla\clafgghan , when you binarise Binpbo looks for cfgvehicle class of all buildings in wrp and looks here >> cla\clafgghan

so in cla you must have all correct config.cpp for every building used in clafghan.wrp

so you should have

cla\ca\all necessary config.cpp in correct folder structure (no models just cpp)

cla\razmisc\config.cpp (no models just cpp)

cla \any other custom folders as above such as\ opteryx \config.cpp

and also finally in CFG patches requried addons you must have the correct order and correct amount such as cadata.da_misc_opx_.., razmisc.....

hope it helps

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Sorry if someone suggested this before, but maybe you could reduce the amount of trees in some areas in the next release ? There are some areas with high density of trees, which also affects performance.

Thanks. :)

When we started to place trees, rocks and stuff we payed close attention to performance, we chose a mix with some base objects and then we were surprised after displaying more than a million objects with no FPS loss ingame... after this beta release we heavily tested this map for about six months in multiplayer and didn't notice any fault regarding those objects... anyways I can tell fps go down when approaching to some populated areas where the average amount of objects is much higher as different either, and this would happen near biggest cities and such.

So, i wouldn't bring actual number of tree objects into consideration since every test we made didn't really affect FPS... anyway, we pursue to gain more variety in landscapes and we are changing things in some areas and I can assure that Mini is constantly doing performance test and we both are pretty aware of MP playability... we really enjoy nice maps and good performance and will always seek for improving that...

BTW which are your specs?. how many average FPS do you have? where do you get low FPS? provide us with precise info to take sharp effective measures....

Many thanks for your cooperation!

EDIT: On the other hand we have noticed a lack of performance regarding clutter... I have seen how some editors have chosen to not to display grass clutter in MP/TVT missions and such since it really hits on low machines performance... in our next release clutter will be more balanced and, yes, we will have all grass not so bright... chabela

Edited by Robster

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The ai-guys have probs in the high mountains, they can't make it up the hill , or get stuck at the gaps, or they simply fall to death :) ..Thats a bit sad, but awesome map..Played some missions, really good

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The ai-guys have probs in the high mountains, they can't make it up the hill , or get stuck at the gaps, or they simply fall to death :) ..Thats a bit sad, but awesome map..Played some missions, really good

What with that and the green zone viewblock issures, it seems to be a PVP-focused map, just like CLA is a PVP community.

But it is too awesome to resist playing SP and co-op on.

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Problem is if your using Namespace such as cla\clafgghan , when you binarise Binpbo looks for cfgvehicle class of all buildings in wrp and looks here >> cla\clafgghan

so in cla you must have all correct config.cpp for every building used in clafghan.wrp

so you should have

cla\ca\all necessary config.cpp in correct folder structure (no models just cpp)

cla\razmisc\config.cpp (no models just cpp)

cla \any other custom folders as above such as\ opteryx \config.cpp

and also finally in CFG patches requried addons you must have the correct order and correct amount such as cadata.da_misc_opx_.., razmisc.....

hope it helps

I still do not understand what are you talking about. Currently, RPT doesn't tell about every single used object and our search is related to a very few... and therefore this RPT issue shouldn't be related to our folders arrangement

Afaik every folder is where it should be: ca, opx folders, razmisc, etc all of them are in p drive and cla is just our tagname and inside clafghan, etc...

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When we started to place trees, rocks and stuff we payed close attention to performance, we chose a mix with some base objects and then we were surprised after displaying more than a million objects with no FPS loss ingame... after this beta release we heavily tested this map for about six months in multiplayer and didn't notice any fault regarding those objects... anyways I can tell fps go down when approaching to some populated areas where the average amount of objects is much higher as different either, and this would happen near biggest cities and such.

So, i wouldn't bring actual number of tree objects into consideration since every test we made didn't really affect FPS... anyway, we pursue to gain more variety in landscapes and we are changing things in some areas and I can assure that Mini is constantly doing performance test and we both are pretty aware of MP playability... we really enjoy nice maps and good performance and will always seek for improving that...

BTW which are your specs?. how many average FPS do you have? where do you get low FPS? provide us with precise info to take sharp effective measures....

Many thanks for your cooperation!

EDIT: On the other hand we have noticed a lack of performance regarding clutter... I have seen how some editors have chosen to not to display grass clutter in MP/TVT missions and such since it really hits on low machines performance... in our next release clutter will be more balanced and, yes, we will have all grass not so bright... chabela

Thanks for the answer. I am unable to take screenshot right now, but for example the area near of the "Punta Cuervo" - the area where the roads are, have a feeling of dropping performance(especially the area betwen those 2 roads). I dont mean FPS, that is good on my rig(i7-2500k@4.5Ghz, GTX580, 4GB RAM..), I mean the overall feeling of playing in this area.

Anyway, its your map, it was just a small suggestion, if you feel the number of trees is okay, then I have no problem with this. Its a great map! :)

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Number of trees is not the problem. Put more if you guys want :D

Perhaps your HDD needs a defrag?

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Number of trees is not the problem. Put more if you guys want :D

Perhaps your HDD needs a defrag?

I defrag my HDD at least one time per week, so this wont be a problem...okay, I see no more sense in this discussion, as I am probably the only one with this "problem". Just leave it as it is...:rolleyes:

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@Pauliess: Your notes do make a lot of sense to me... that area you mention is at the very center of map so camera position may be densely surrounded by all flanks and thus someone may suffer a lack of performance... but I don't know about anyone else having these symptoms... In fact, after receiving your report, I did fly around, as always, with max settings and full view distance, x4 time, and free camera and it keeps going smooth when passing trough... I run on AMD with 6 cores and 4GB RAM and a NV460 1GB DDR5, which I bought just to be able to take a walk into Chernarus cities...;)

EDIT: Look! this guy -flying on TOH- did not use razmisc and opx objects... I just saw A2, OA and PMC there... give it a try, deactivate those addons/pbos and see what's going on with your performance...

JZOB1-_jPvA

Edited by Robster

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PLZZZ INCLOUDE ON THIS ISLAND dss SOUND EFECT

Okay, so Creating "Echo Map" for HARCP' DSS (3D editor experience recommended):

First, install this .pbo (put it into your HARCP\Addons folder).

Now start HARCP and from the main menu press Alt + E (3D editor) and select the desired island. For testing purposes: press F10 place a Center on the map, then a group (F2) and a unit (F1). From now on you can start placing the echo zones: F5 -> Echoes -> select echo. In the echos "Init expression" field the following parameter must be given:

[this, 2,10] call CBA_fnc_setHeight ;

Only change the 2nd value (10) in it (if needed). Thats the height of the zone. The system works so it only gives echo if you are under the zone. Now you can start placing the zones, but keep in mind that in 3D Editor you need to save to "update" the map, so if you move a zone to another place you'll need to save the "mission" to have the zones place updated. For rocky areas you can add "village" echo, for a generic echo just place "hill" echo. Indoor echoes are a different story, handled by a seperate algorhytm, so you guys need to place the outdoor ones only.

After an island is done, save the "mission" and send it to us by mail or attach it in a ticket at our issue tracker so we can put it into the next update.

I hope its understandable.

Thanks.

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