.kju 3244 Posted October 18, 2012 Awesome :bounce3::bounce3::bounce3: Namalsk is one of my all time favorites. BIG kudos to you Sumrak! Share this post Link to post Share on other sites
krycek 349 Posted October 18, 2012 I still get chills when I encounter an bloodsucker,thnx a lot for the update Sumrak. Share this post Link to post Share on other sites
giorgygr 61 Posted October 18, 2012 Sumrak..like AweSume :) Share this post Link to post Share on other sites
SavageCDN 231 Posted October 18, 2012 YEAH BABY!!! Thanks Sumrak :bounce3: Share this post Link to post Share on other sites
DualJoe 10 Posted October 18, 2012 Staggering amount of work you've put in there and amazing result. Unbelievable you did most if not all of this by yourself. You've really set the bar on this one. Share this post Link to post Share on other sites
Sumrak 6 Posted October 19, 2012 Thank you :) To the yesterday's armaholic.com links, added armedassault.info links (Thanks to Old Bear!) Share this post Link to post Share on other sites
cuel 25 Posted October 19, 2012 Nice. Will it be on SU? Share this post Link to post Share on other sites
smokedog3para 365 Posted October 19, 2012 Hi can i get some info regarding how you managed this as i have many tunnel models that i would like to implement below ground rather than trying to hide above ground thanks smoke great job AII Laboratory Type: Module for controlling the unique underground of the object AII. I think, you know what Namalsk is and also, that Namalsk is the first island, which have an underground object. With this module you are able to fill this underground with different kind of small objects and also, you are able to control underground light system. Share this post Link to post Share on other sites
SavageCDN 231 Posted October 19, 2012 Nice. Will it be on SU? +1 six-updater request Share this post Link to post Share on other sites
metalcraze 290 Posted October 19, 2012 Great update. Definitely like the increased map resolution and detail. Good thing that you removed that perma-grey sky too. So atmospheric. It's too bad AI still can't navigate well in some landmarks (because it sees anything as buildings that isn't a part of the terrain object :( ) Still an improvement because before AI couldn't enter them at all Share this post Link to post Share on other sites
FeRMer74rus 1 Posted October 19, 2012 How can i play in Namalsk crysis with 2 my friends or is it impossible? thank you Share this post Link to post Share on other sites
Sumrak 6 Posted October 20, 2012 Hi can i get some info regarding how you managed this as i have many tunnel models that i would like to implement below ground rather than trying to hide above ground thanks smoke great job AII Laboratory Type: Module for controlling the unique underground of the object AII. I think, you know what Namalsk is and also, that Namalsk is the first island, which have an underground object. With this module you are able to fill this underground with different kind of small objects and also, you are able to control underground light system. AII underground is huge hole in the terrain, filled with the underground objects and covered with the terrain like objects :) Great update. Definitely like the increased map resolution and detail. Good thing that you removed that perma-grey sky too. So atmospheric.It's too bad AI still can't navigate well in some landmarks (because it sees anything as buildings that isn't a part of the terrain object :( ) Still an improvement because before AI couldn't enter them at all Thanks, well, I guess, it won't be 100% everywhere, but it should be overall a lot better than it was :) How can i play in Namalsk crysis with 2 my friends or is it impossible? thank you It is possible, but only in 15 and 16th mission. Share this post Link to post Share on other sites
smokedog3para 365 Posted October 20, 2012 Thanks for the info I have made a hole before using the erosion tool is that what you mean, I thought you may have cracked doing what vbs can do with regardes to underground systems they use lol Share this post Link to post Share on other sites
krycek 349 Posted October 20, 2012 Sumrak,is there a way to increase lethality or armor for the bloodsuckers??I noticed with the past version that they were more lethal but were detected at 30-40m by AI,in the last version I noticed they are detected more up close and personal:) which is great for brown pants effect but they get killed more easily while their attack is much weaker now.I even had cases where a team of 3 AI soldiers killed 7 bloodsuckers and only one AI soldier got killed. Share this post Link to post Share on other sites
Sumrak 6 Posted October 21, 2012 Thanks for the info I have made a hole before using the erosion tool is that what you mean, I thought you may have cracked doing what vbs can do with regardes to underground systems they use lol ;) yeah that would be cool, but the underground would be probably totally locked down by AI, because vbs underground does not care about AI afaik. Sumrak,is there a way to increase lethality or armor for the bloodsuckers??I noticed with the past version that they were more lethal but were detected at 30-40m by AI,in the last version I noticed they are detected more up close and personal:) which is great for brown pants effect but they get killed more easily while their attack is much weaker now.I even had cases where a team of 3 AI soldiers killed 7 bloodsuckers and only one AI soldier got killed. This is a bit weird, because I haven't changed really these values - I mean, configs weren't updated because there was no update on ns_mutans.pbo addon, plus afaik, I haven't made any changes to the mutant control scripts - everything should be the same since v1.10 :) Share this post Link to post Share on other sites
krycek 349 Posted October 21, 2012 Maybe it's how the AI works now because of the official patches,still I don't understand how they're weaker especially with attack.It's pretty illogical too since they're detected now even harder by AI soldiers. Share this post Link to post Share on other sites
giorgygr 61 Posted October 21, 2012 I have a problem i encountered last days. Every mission from the SP campaign i m getting this: I should inform you of my 'setup' First i got: nc_v1.00_full updated with nc_v1.10 (Namalsk Cooperation) wich was updated with nc_pathfinder update :/ Obviously..something gone badly wrong *ps I know what you said about mods modifying AI..but is there something i can do to use it with ACE? If nothing else..only the 'adjustable NVG's worth a million. Playing the 2-3 first missions my eyes are still 'bleeding' Share this post Link to post Share on other sites
doveman 7 Posted October 21, 2012 *ps I know what you said about mods modifying AI..but is there something i can do to use it with ACE? If nothing else..only the 'adjustable NVG's worth a million. Playing the 2-3 first missions my eyes are still 'bleeding' There's a couple of mods (gdtmod_streetlamp 1.00, gdtmod_lighthouse 1.00) here that might help you http://www.gdt-server.net/www/index.php?site=files&cat=9 Share this post Link to post Share on other sites
Sumrak 6 Posted October 22, 2012 I have a problem i encountered last days. Its really every mission in the campaign? Your installation steps are correct. And what about the mission itself, it won't allow you to continue? Or you just confirm this message and continue? I am not entirely sure what could possibly go wrong since I have not really changed any units for example, it is like some object class got changed or something like that.. I will try to investigate it. ;) And sorry, I am not really experienced with ACE, maybe you could try somehow to isolate other parts of ACE and left the pbo responsible for only some ace functions (adjustable nvg..). Share this post Link to post Share on other sites
josche 11 Posted October 22, 2012 I have a problem i encountered last days.Every mission from the SP campaign i m getting this: http://i579.photobucket.com/albums/ss239/Ayger74/Nam_prob.jpg I should inform you of my 'setup' First i got: nc_v1.00_full updated with nc_v1.10 (Namalsk Cooperation) wich was updated with nc_pathfinder update :/ Obviously..something gone badly wrong *ps I know what you said about mods modifying AI..but is there something i can do to use it with ACE? If nothing else..only the 'adjustable NVG's worth a million. Playing the 2-3 first missions my eyes are still 'bleeding' I have the same Problem. Share this post Link to post Share on other sites
ataribaby 54 Posted October 22, 2012 I have a problem i encountered last days.Every mission from the SP campaign i m getting this: http://i579.photobucket.com/albums/ss239/Ayger74/Nam_prob.jpg I should inform you of my 'setup' First i got: nc_v1.00_full updated with nc_v1.10 (Namalsk Cooperation) wich was updated with nc_pathfinder update :/ Obviously..something gone badly wrong *ps I know what you said about mods modifying AI..but is there something i can do to use it with ACE? If nothing else..only the 'adjustable NVG's worth a million. Playing the 2-3 first missions my eyes are still 'bleeding' I have same probem. Nainstaloval sem Full verzi a jel to v posledni bete 98220. Take mam tu chybu v SP kampani invalidni static link. Jede to i v posledni oficialni verzi 1.62 nebo to mam poustet vzdy pres betu? ---------- Post added at 10:57 PM ---------- Previous post was at 10:15 PM ---------- How the hell guys complete Coast I misson? I cant avoid to be detected even i think i sneaking up very nicely. Always hear shots from nowhere and bang :( Share this post Link to post Share on other sites
boneboys 0 Posted October 23, 2012 I had the same error message (mission 01 coast +++) up until the 4th mission (if I remember correctly), I just clicked and continued without any problems. No mods and a clean pathfinder full install. Thanks. Share this post Link to post Share on other sites
cuel 25 Posted October 23, 2012 Any news about six updater? That's all we're waiting for :) Share this post Link to post Share on other sites
R0adki11 3949 Posted October 23, 2012 Any news about six updater? That's all we're waiting for :) Cant you not download and install it the normal way? @Sumrak love the update, congrats. Share this post Link to post Share on other sites
cuel 25 Posted October 23, 2012 Of course I personally could, but since we're a rather large community we prefer to have our mods in a "one click install/update" type of way. Share this post Link to post Share on other sites