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james2464

Kunduz, Afghanistan [10km] v1.20

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Did my post get deleteD?

----

LOL n/m posted to wrong topic. Here:

So i basically restarted vanilla with just map loaded. I will advise i am on RC release so not sure if that has anything to do with it but doubt it. For example in mission folder all i have in INIT.SQF for enabling saving and open it in editor.

Load mission, save it, wait a min and then load the saved session and error:

11:08:08 Starting mission:
11:08:08  Mission file: HVTTakeout
11:08:08  Mission world: Kunduz
11:08:08  Mission directory: C:\Users\John\Documents\Arma 3 - Other Profiles\John%2eC\missions\HVTTakeout.Kunduz\
11:08:08 EPE manager release (0|0|0)
11:08:08 EPE manager release (0|0|0)
11:08:08 EPE manager release (0|0|0)
11:08:08 EPE manager release (0|0|0)
11:08:09 Attempt to override final function - bis_functions_list
11:08:09 Attempt to override final function - bis_functions_listpreinit
11:08:09 Attempt to override final function - bis_functions_listpostinit
11:08:09 Attempt to override final function - bis_functions_listrecompile
11:08:10 Attempt to override final function - bis_fnc_missiontaskslocal
11:08:10 Attempt to override final function - bis_fnc_missionconversationslocal
11:08:10 Attempt to override final function - bis_fnc_missionflow
11:08:11 "65 from 74. [65]"
11:08:11 "9 from 74. [9]"
........................................a bunch of similar errors like this in between.  Removed to avoid spam in thread
11:08:11 "51 from 74. [51]"
11:08:13 Warning: looped for animation: a3\cargoposes_f\anim\passenger_scooter_01.rtm differs (looped now 1)! MoveName: passenger_scooter_01
11:08:13 Warning: looped for animation: a3\cargoposes_f\anim\passenger_scooter_02.rtm differs (looped now 1)! MoveName: passenger_scooter_02
11:08:15 Speaker Male07_F not found in CfgVoiceTypes
11:08:15 Strange convex component317 in a3\rocks_f\blunt\bluntrock_wallv.p3d:geometry
11:08:15 Strange convex component318 in a3\rocks_f\blunt\bluntrock_wallv.p3d:geometry
11:08:15 Strange convex component319 in a3\rocks_f\blunt\bluntrock_wallv.p3d:geometry
11:08:17 No face for P1
11:08:17 No glasses for P1
11:08:20 Empty word in sentence '' 
11:08:42 EPE manager release (0|5|0)
11:08:42 EPE manager release (0|0|0)
11:08:42 EPE manager release (0|0|0)
11:08:42 EPE manager release (0|0|0)
11:08:42 EPE manager release (0|0|0)
11:08:42 EPE manager release (0|0|0)
11:08:42 EPE manager release (0|0|0)
11:08:42 EPE manager release (0|0|0)
11:08:43 Id Veh-158823 not found
11:08:43 Starting mission:
11:08:43  Mission file: HVTTakeout
11:08:43  Mission world: kz
11:08:43  Mission directory: C:\Users\John\Documents\Arma 3 - Other Profiles\John%2eC\missions\HVTTakeout.kz\

If i had to guess this is probably where error is while loading:

11:08:20 Empty word in sentence ''

I'll also note this is not correcT:

11:08:43 Mission directory: C:\Users\John\Documents\Arma 3 - Other Profiles\John%2eC\missions\HVTTakeout.kz\

Folder remains HVTTakeout.kunduz but during loading it creats KZ instead and thats where the saved games go to.

I did find a workaround. After the first load, re-save the game so that if you have to load again you can load from the name KZ folder. Only impact is if you save and close, you cannot resume as it trys to default back to kunduz folder for saved files.

Edited by JCae2798

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Note sure if this is a JBAD thing or not, but walls are waaaay too strong. A tank going 60km/h can't seem to knock these crummy mud walls over no matter how many times you ram it.

Shooting them also ends up with mixed results(sometimes they break other times they don't) Which can be a bit jarring when you shoot a HE-AT round at it and the building behind it crumbles yet this thin wall stays standing :P

How many hidden locations are there btw?

Edited by Chompster

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Note sure if this is a JBAD thing or not, but walls are waaaay too strong. A tank going 60km/h can't seem to knock these crummy mud walls over no matter how many times you ram it.

Shooting them also ends up with mixed results(sometimes they break other times they don't)

Yea he talked about this a few posts back.

One thing i noticed is lights wont shoot out :) Would be nice for night ops missions.

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Note sure if this is a JBAD thing or not, but walls are waaaay too strong. A tank going 60km/h can't seem to knock these crummy mud walls over no matter how many times you ram it.

Shooting them also ends up with mixed results(sometimes they break other times they don't) Which can be a bit jarring when you shoot a HE-AT round at it and the building behind it crumbles yet this thin wall stays standing :P

How many hidden locations are there btw?

Thanks for the report, this problem needed more work but now the wall destruction is fixed on the internal build for the next update :)

You'll have to find them ;) See OP for bunkers.

Yea he talked about this a few posts back.

One thing i noticed is lights wont shoot out :) Would be nice for night ops missions.

Thanks for pointing this out, I will make them destructible for the next update. :)

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Yea he talked about this a few posts back.
That's what i get for posting without refreshing the page for awhile..
You'll have to find them ;) See OP for bunkers.
Yeah i found the trap door one in the first release :P I'v since found 4 other hidden locations but just wanted to know if there were any more.

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Thanks for the update james!

Some more patrols and contacts from 1.01 version this time.

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Can you please send me the RPT when this happened. I'm not sure if Kunduz is causing this.

Thanks.

Ok I'm still having problems loading too. At first I thought it was Helvantis, because that map loaded from saves, but now it's going to SMD Sahrani when I load.

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James,

Not a deal break but feedback at location.

There is a really long wall of rocks that AI cannot climb over so they either get stuck or have to take the long route to get around them. If maybe you can create an opening between the wall it would help. Its near grid 025016.

Thanks again.

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James reporting that "bug" from before, some screenshots:

http://steamcommunity.com/sharedfiles/filedetails/?id=420887488

http://steamcommunity.com/sharedfiles/filedetails/?id=420887418

http://steamcommunity.com/sharedfiles/filedetails/?id=420887346

http://steamcommunity.com/sharedfiles/filedetails/?id=420887094

this is the spot where if you get in there "by accident" you will get killed as you get stuck behind that stone right there and cant climb it,

your screen shakes when in that little hole, and you take damage.

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I found the two new tunnel systems in here http://imgur.com/AObQAZ0,1jGTnN9,6P7UBip,WZ5faSn,SsviNyS and here http://imgur.com/lr9ovFs,00GQxBJ,rXZVkxF,D4N7Y95,Ia8vMoV,iDwkGW6

Anyone else find the other tunnels?

PS:And I think James I know what kind of women you like,lol

http://imgur.com/19bCMSV

You've found two! two more to go! :)

James reporting that "bug" from before, some screenshots:

http://steamcommunity.com/sharedfiles/filedetails/?id=420887488

http://steamcommunity.com/sharedfiles/filedetails/?id=420887418

http://steamcommunity.com/sharedfiles/filedetails/?id=420887346

http://steamcommunity.com/sharedfiles/filedetails/?id=420887094

this is the spot where if you get in there "by accident" you will get killed as you get stuck behind that stone right there and cant climb it,

your screen shakes when in that little hole, and you take damage.

Fixed for next update :)

James,

Not a deal break but feedback at location.

There is a really long wall of rocks that AI cannot climb over so they either get stuck or have to take the long route to get around them. If maybe you can create an opening between the wall it would help. Its near grid 025016.

Thanks again.

Fixed for next update :)

Thanks for the update james!

Some more patrols and contacts from 1.01 version this time.

Thanks Jeza, loving the video updates :)

Note sure if this is a JBAD thing or not, but walls are waaaay too strong. A tank going 60km/h can't seem to knock these crummy mud walls over no matter how many times you ram it.

Shooting them also ends up with mixed results(sometimes they break other times they don't) Which can be a bit jarring when you shoot a HE-AT round at it and the building behind it crumbles yet this thin wall stays standing :P

How many hidden locations are there btw?

There are 4 tunnels and a few bunkers.

I am currently fixing the walls and will be fixed for the next update :) But you won't be able to knock them down with any vehicle, this is an engine limitation trade off. Instead there will be a 3 phased destruction for infantry claymores and armor support to blast sections open.

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Is the rocks.pbo not supposed to be there in 1.01?

Yes it has been consolidated to help reduce file size :)

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Stunning and organic map. Well done, buddy!

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Looking nice.

I will download it :)

---------- Post added at 09:56 ---------- Previous post was at 09:54 ----------

How about everyone give feedback to this map and stop talking about AiA.

Finally someone who said the right words!

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Man I have not found any of them jet but thanks for posting the the pic where there are have to look at them when I get home

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Some Afghanistan maps just feel "real" (inasmuch as I've never been there) and some don't. This one feels real. Great job!

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I am currently fixing the walls and will be fixed for the next update :) But you won't be able to knock them down with any vehicle, this is an engine limitation trade off. Instead there will be a 3 phased destruction for infantry claymores and armor support to blast sections open.

IMHO this is perfect, because that limits the movement of vehicles a bit in this rather small map. We, the xCam Proto map team, have played this map alot in the last days and we are all loving it. Especially the fact that you have always a small pit nearby to hide in. :D

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Thanks for all your feedback! :D And don't forget to vote on the tickets below.

3 Phase Wall Destruction is now working as intended.

Infantry or Armored breach: http://i.imgur.com/vxC40la.png

Result: http://i.imgur.com/a8l1yir.png

This can be done on all types of walls.

FOB Clearings for Construction:

FOB Area 1: http://i.imgur.com/NDZSfSP.jpg

FOB Area 2: http://i.imgur.com/FHG7FXJ.jpg

You will have to construct the FOB's as i've provided the foundation, this is the best way because there are mods for it and allows custom-ability.

Secret Bunkers:

http://i.imgur.com/ot8OEQJ.png

http://i.imgur.com/lm69wkR.png

New Update v1.02

- Fixed 3 phase wall destruction.

- Fixed rock placements.

- Fixed housing elevations.

- Fixed floating objects.

- Fixed duped objects.

- Fixed wall destruction.

- Tweaked access for AI.

- Tweaked door open radius to 3m.

- Reduced file size by 155Mb.

- New areas cleared and flattened for two FOB constructions (You build the FOB - see images above).

- In-game map doesn't display tree and rock areas correctly (http://feedback.arma3.com/view.php?id=23504).

- Qalat tower geometry isn't enabling bipod deployment (http://feedback.arma3.com/view.php?id=23491).

- Afghan House_6 ruin state texture issues.

Stunning and organic map. Well done, buddy!
Some Afghanistan maps just feel "real" (inasmuch as I've never been there) and some don't. This one feels real. Great job!

Thanks :)





Edited by James2464

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Release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account on Armaholic.

This means soon 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!

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As always great work! :D But now that Kunduz is pretty much finished, I´m wondering if you will consider to make another Terrain. The Quality of your terrain is just awesome and there still are many interesting landscapes that could be created :P Please don´t get me wrong. I´m not trying to push you to do anything just wondering what your future modding plans are :yay:

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Is this basically being updated daily since release.

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