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SMD_Sara_A2 Full Sahrani Map Port - Initial Release

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Congratulations on this release. Unfortunately im unable to try it out just now, as i'm not on my own PC. I was just wondering, are the re-textures of Units (Black, UN Variants etc.) also included in this Pack, or is it the Map only? If so, will they be released seperately?

No unfortunately I have not had the time to sit down and figure out how to pack them into a standalone PBO. I'm sure it will be easy done, but I have no Arma experience, so I'm not entirely sure how to define them as far as Factions, and ensuring they are placeable in the editor.

I SHOULD have time in the week or so. In the meantime The textures are available (HERE - http://www.mediafire.com/folder/3ztoib6j6wa1c/Pliskin_Skins).

Our configs have Radar and other normal Arma features disabled as well for the vehicles so that will need to be adjusted. On the Vilas Police unit textures, we will need to fix a few things with the models themselves, and then repackage the whole things a SMD Units pbo.

If anyone here wants to join the team and help with A2 integration stuff that would be great! Otherwise I will get it done myself or by someone as soon as possible.

We have finally gotten our package for DayZ pushed, so we should be good to sit back and breath a bit...

M1lkm8n has however been invigorated by all the wonderful responses we've gotten here and has really burned the midnight oil over the past few days and is demolishing any placement issues for objects and veg town to town building to building...

He must be part machine.

We've gone over some plans regarding the maps future development, and gotten some interesting feedback and suggestions as well... A LOT to go over, but I think the best step for us at this point is to patiently wait more input while we move forward internally.

Only time will tell what the players, hosts, and mission makers want from this map now and in the future.

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Currently housey, the gas station, the ammostore, and the garage mala I believe are the only ones opened up. There's a larger apartment building that finished that I'm placing down and will be included in the next update. It's an opened version of the dum_istan_01 I believe.

O.k. thanks, are many more of the buildings going to be opened later, or have I missed something.:)

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O.k. thanks, are many more of the buildings going to be opened later, or have I missed something.:)

yes there are more in the works :)

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I can't find the words to describe how grateful I am for what you have done. This island is my, by far, favorite island in the arma series.

Sincerely thank you.

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Thanks for this, brings back some memories of 2007 when I was testing COC with mass scripting headache, so funny to just drop a high command module in now and do the same in minutes :)

BTW I tried simple support module to mortar and bomb the crap out of a city and I didnt see any building collapse, is full destruction like the original to be done? Come to think of it was destruction that obvious in built up areas on this map?

I havent tested but can anyone confirm Ambient Civvies modules/cars working on this map? Not at the game for now to try it.

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Civies and cars modules doesn't work.

If the civ module will be implemented in the future it might be a bit problematic.South Sahrani has a more middle eastern theme(OA civies) but North Sahrani would benefit more from regular A2 civies.

Btw,forgot to tell in my last post,but I really enjoy the island.It's a great port and it's wonderful to see Sara in ACO clothes,also no add-on dependencies it's a plus.

Edited by Krycek

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Thanks for this, brings back some memories of 2007 when I was testing COC with mass scripting headache, so funny to just drop a high command module in now and do the same in minutes :)

BTW I tried simple support module to mortar and bomb the crap out of a city and I didnt see any building collapse, is full destruction like the original to be done? Come to think of it was destruction that obvious in built up areas on this map?

I havent tested but can anyone confirm Ambient Civvies modules/cars working on this map? Not at the game for now to try it.

Most buildings are destructible now yes. As we work on things more will be added.

Civies and cars modules doesn't work.

If the civ module will be implemented in the future it might be a bit problematic.South Sahrani has a more middle eastern theme(OA civies) but North Sahrani would benefit more from regular A2 civies.

Btw,forgot to tell in my last post,but I really enjoy the island.It's a great port and it's wonderful to see Sara in ACO clothes,also no add-on dependencies it's a plus.

A fix is on the way for missions not saving properly. Should be out by tomorrow. And thank you all for the kind words!

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M1lkm8n's tireless efforts have yielded an update already, He's made numerous placement and overlapping veg/object issues, fixed a glitch that was preventing saved games from resuming properly, AND as a wonderful bonus include ShermanFTW's Apartment buildings.

I am working on configs now to package up the skin pack that pliskin did... SHOULD have it done here shortly I think, but again, first swing at this lol. we'll see.

Links on front page are updated...

And I finally took and posted a video:

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New updated link for download on first page it's not very clear because someone (we won't say who) put it in the wrong order. ;)

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Thanks again to M1lkm8n for informing us about the updated release :cool:

Release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account (NonovUrbizniz) 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.

Edited by Foxhound

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And... as promised...

http://forums.bistudio.com/showthread.php?162936-SMD_Assets-Standalone-PBO-Release&p=2486912#post2486912

This pbo can be added to the existing package or launched separately as a stand alone addon, however it DOES require Vilas Police Units as noted in the release thread.

Future versions may include the models, and we are likely to package that within the next map patch release.

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Have had time to get a good look around now. The team there have done a marvellous job of porting this properly over. I'm looking forward to the odd tweak here and there, but really its great.

Thanks for all your hard team SMD_Sara..:)

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hey guys

just another building being opened up :)

Fantastic news. That's the way ahead mate!

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hey guys

just another building being opened up :)

That's great.

Are these in-game yet or will they be released as another pbo later ?

Great work, nice to see building opened, my AI really like them, also rooftops if any stairs/ladders could be utilised;)

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That's great.

Are these in-game yet or will they be released as another pbo later ?

Great work, nice to see building opened, my AI really like them, also rooftops if any stairs/ladders could be utilised;)

That ones not in game yet. Still needs a few things to polish it off. It'll be included in the pbo that's there already.

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not sure it's been already reported but, at grid reference 142 124 you may want to check the house at the top left corner of the SLA HQ, the woodden shed is going through the wall and into the house.

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not sure it's been already reported but, at grid reference 142 124 you may want to check the house at the top left corner of the SLA HQ, the woodden shed is going through the wall and into the house.

Thanks!

There are a LOT of placement issues default to the map, M1lkm8n has done a sweep and gotten the majority out, but we are going to be going through and fixing any that are reported or found as they pop up as well!

We are working towards actually putting our DayZ mod on this version of the map now too, so hopefully that will mean even more reporting!

Thanks for the heads up!

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not sure it's been already reported but, at grid reference 142 124 you may want to check the house at the top left corner of the SLA HQ, the woodden shed is going through the wall and into the house.

Thank you. Fixed. As well as the misplaced trees about a block from there. Oops. :)

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Cfor I hope you got my PM confirming a conflict with Island Esbekistanv1.3, error ca\plants\jablon_3_non.paa

Thanks for the help I will continue to look for reason. Some missions do fine however I suspect a AddOn conflict I will research further.

Vengeance

@clafghan is the culprit. It took me a while to track it down. :)

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Hi, the @SMD_Sara_A2_update1 has no bikey inside. The files wont work with the key from the first release.

I expect further updates so my wish is to have a bikey inside wich is uptodate.

Anyway this is a perfect port and a great job !!!

Thanks for your effort guys !!! :bounce3:

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Hi, the @SMD_Sara_A2_update1 has no bikey inside. The files wont work with the key from the first release.

I expect further updates so my wish is to have a bikey inside wich is uptodate.

Anyway this is a perfect port and a great job !!!

Thanks for your effort guys !!! :bounce3:

That's weird but we should have an update out in a day or so to fix a few (what are considered) major issues. Mainly being a few of our building not being changed to our smd prefix which can cause our buildings to over write other terrains buildings.

But included in this update with be the new smd_dum_olez_istan2!

Which is populated around most of southern sahrani.

Here's a peek

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Hi, the @SMD_Sara_A2_update1 has no bikey inside. The files wont work with the key from the first release.

I expect further updates so my wish is to have a bikey inside wich is uptodate.

Anyway this is a perfect port and a great job !!!

Thanks for your effort guys !!! :bounce3:

https://docs.google.com/file/d/0Bz-fdGGxhJTvYzdUOXBpOEpxUG8/edit

The mainpage has 4 links, Client + Mirror, and Key + Mirror

I suppose I could bundle them like I did with the first release, but clients don't "need" the key so it's just clutter for them. That's why I made a separate DL this time.

Let me know if there is a problem with the new keys, but there should not be.

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