thebuckfastwine 1230 Posted August 14, 2014 Excellent stuff mate there's light at the end of the tunnel. I can see me packing the wife and kid up and sending them to the mother in-laws for a week while I play. The water system is great, i've still got a good 100m drop before I hit my water system. Share this post Link to post Share on other sites
smokedog3para 365 Posted August 14, 2014 (edited) ill pack up some models for you and link you before i go will be usefull to you you can always use the a3 rock textures on them to match yours Edited August 14, 2014 by SmokeDog3PARA Share this post Link to post Share on other sites
thebuckfastwine 1230 Posted August 14, 2014 Cheers just watched the vid, you sure did put a lot of work into that cave looks great and will make a lot of people happy ,i'll try and catch you in ts sometime this week Share this post Link to post Share on other sites
smokedog3para 365 Posted August 14, 2014 (edited) ill be honest it took me about an hour to make the system its easy i just need to tidy it up a bit and its done remaining bugs still to be fixed need to define a3 clutter cfg locations missing on load up destroyable walls need a config damage value tweak after update 3 objects missing I guess ill fill you in on what's changed since the last release, ive added over 70 location markers through the green zone to make the terrain open up and spawn more ai over the whole terrain with that i've also increased the town sizes so again more ai will spawn in the towns and villages. More roads have been added in the green zone to get more vehicles moving around and better access to the green zone some fields have been turned to grass to open up the bottom 500 meters that was previously not there so i have gained 2500x 500 meters on the bottom of sangin it is now filled with green zone and a new village. loads of new objects and a tunnel system are in now which is looking good with the extra detail thats in many of the compounds and streets now, I am working slowly on a new mask so it looks better on the ground where i have the bleeding of textures into the rivers were sand should be. Edited August 14, 2014 by SmokeDog3PARA Share this post Link to post Share on other sites
smokedog3para 365 Posted August 15, 2014 config is sorted no more cfglocations errors, no more ils error, and also now we have grass again, i'm in the final stretch now just got to sort a couple of models out and tidy up and were good for a release tonight. this version won't have the walls destoyable as the values are broke and i don't have time to fix it before im away that can wait a week untill im back. Share this post Link to post Share on other sites
KingoftheSandbox 10 Posted August 15, 2014 Looking forward to your updated map very much! The only thing which was bugging me with the map was that the AI had many problems because of the stonewalls on fields and the few pathes which were accesable for them. Share this post Link to post Share on other sites
mistyronin 1181 Posted August 15, 2014 config is sorted no more cfglocations errors, no more ils error, and also now we have grass again, i'm in the final stretch now just got to sort a couple of models out and tidy up and were good for a release tonight.this version won't have the walls destoyable as the values are broke and i don't have time to fix it before im away that can wait a week untill im back. Can't wait for tonight's release. Share this post Link to post Share on other sites
smokedog3para 365 Posted August 15, 2014 @king a lot has changed the walls have been reduced in the green zone and roads added, so ai can move more freely in the green zone also ai will no longer see through the poppie and skunk plants. Share this post Link to post Share on other sites
egilsandfeld 7 Posted August 15, 2014 Smoke, how did you config the poppies so Ai doesn't look through them anymore? Share this post Link to post Share on other sites
mihikle 2 Posted August 15, 2014 Counting down Smoke :P Most anticipated mod 2014! lol Share this post Link to post Share on other sites
smokedog3para 365 Posted August 15, 2014 the original models did not have all the poppies in a couple of the lods like geo and view so i made them and increased the size to represent the real model better Share this post Link to post Share on other sites
MarcusCunningham 11 Posted August 16, 2014 "I am just in the final phase of testing all objects to make sure they are all working correctly shortly after that I will be releasing the terrain hopefully with my afghan pack that has afghan and taliban units, weapons, and vehicles, sounds" So does that mean you'll have units like the CAF Aggressors? Because if you do, that will be awesome. Share this post Link to post Share on other sites
mistyronin 1181 Posted August 16, 2014 So does that mean you'll have units like the CAF Aggressors? Because if you do, that will be awesome. From this same thread: My plan is to haveAl Qaeda insurgents bit of a mixed bag of Iraq Chechen Somali Pakistan Afghan the hard core insurgents Feidian Taliban hardcore well trained units moving from one province to another where needed local Taliban good at fighting as they know the ground they fight on Civi Taliban not so well trained quick to run when the 10 dollars are spent Civis for complaining that you just have blown up there favorite sex toy the donkey Faction vehicles will be 4x4 pickups and motor bikes, I have a few variants with support for fuel ammo and medical also features some vbieds and truck vbieds no more do you need to scroll wheel to check a vehicle out now just have a look in the back or under the tarps. Weapons will be mostly russian If I can get permissions from miles teg I would like to use his bv10 recoilless rifle to go with the improvised launchers I am working on, I do have a full set of Ied making equipment to go in the ammo box. with ied markers to place so you know when its time to detonate There are even images and videos :rolleyes: Share this post Link to post Share on other sites
MarcusCunningham 11 Posted August 17, 2014 From this same thread:There are even images and videos :rolleyes: Awesome, that just made my day!!! ---------- Post added at 01:10 ---------- Previous post was at 01:02 ---------- Just now wandering if the units that are coming aswell, will they be a separate mod? Share this post Link to post Share on other sites
KingoftheSandbox 10 Posted August 20, 2014 @king a lot has changed the walls have been reduced in the green zone and roads added, so ai can move more freely in the green zone also ai will no longer see through the poppie and skunk plants. This sounds fantastic. No map did catch the feeling and authentic terrain of afghanistan like Sangin did! And we need authentic terrains like that so bad. I just feel so much more immersed when playing real conflicts rather the futuristic CSAT vs NATO thing. I remember that the AI was walking through walls also on that map from time to time, can you tell if this is fixed or is it a engine/AI problem maybe? Share this post Link to post Share on other sites
nikiforos 450 Posted August 20, 2014 Is the map released? I read that Sangin was going to be released past weekend. Share this post Link to post Share on other sites
James Sullivan 5 Posted August 20, 2014 Hey' ! Amazing work sir ! Really ! :) It's look gorgeous ! Did you release a public version of the map ? Or still for beta tester only ? I can't wait to work with the editor on this map ! :o Share this post Link to post Share on other sites
egilsandfeld 7 Posted August 20, 2014 Is the map released? I read that Sangin was going to be released past weekend. I think it was supposed to, but Smoke had some issues which delayed it. And he is currently off on a vacation afaik. But he'll return and finish it off, I'm sure :) Share this post Link to post Share on other sites
miketim 20 Posted August 20, 2014 Yeah. I am just happy that he failed to release it while I was away too, so that way it's less annoying :p Also I hope units are a separate mod, they look pretty port-y. Share this post Link to post Share on other sites
James Sullivan 5 Posted August 20, 2014 I think it was supposed to, but Smoke had some issues which delayed it. And he is currently off on a vacation afaik. But he'll return and finish it off, I'm sure :) Nice, thank you, just need to wait now. ;) Share this post Link to post Share on other sites
spookygnu 563 Posted August 21, 2014 Smoke will be back at the end of the week! He did mention it earlier in the thread. Rest assured guys this map is one helluva piece of work. I'm not giving any secrets away. Unless you pay me! : P Share this post Link to post Share on other sites
ranger51 11 Posted August 25, 2014 looks great!! cant wait!! Share this post Link to post Share on other sites
smokedog3para 365 Posted August 26, 2014 Hi all im back now sry for the delay i was up untill 1am finishing off for a release and halfway through the upload to dropbox my internet died ill upload today after ive got some screens and a new logo sorted thanks for waiting Share this post Link to post Share on other sites
KingoftheSandbox 10 Posted August 26, 2014 great news SmokeDog....very excited for this one! Share this post Link to post Share on other sites