spanishsurfer 58 Posted June 9, 2015 (edited) Just played around with it, good job man! Really looking at putting this on our server. Edited June 9, 2015 by SpanishSurfer Share this post Link to post Share on other sites
Aus 10 Posted June 9, 2015 Please check first post for updated link to new download. Ive added server keys and Signed all addons now. The bisigned files have been labelled 001 so any updates will be be 002,003 etc so server admins will know to only use the latest signed files. Share this post Link to post Share on other sites
Guest Posted June 9, 2015 New version frontpaged on the Armaholic homepage. Australia v1.01All in Arma Terrain Pack (AiA TP) New try: :) Is it possible that you provide some screenshots? The screens on your website are massive in pixel size so I was hoping maybe you could provide some smaller images and easier downloadable than having to go into the website code to find the direct url? Share this post Link to post Share on other sites
JustFacepalm2 10 Posted June 9, 2015 Awesome map. Really good job.Will be great for life type gamemode. Besides bugs i hope you will fix soon the only one thing your really need to add to map is caktuses in deserts and make sand more pale not so red. Share this post Link to post Share on other sites
wansec_6 200 Posted June 9, 2015 @JustFacepalm2, the deserts in Australia are red sand and we don't have cacti. Share this post Link to post Share on other sites
junglenz 10 Posted June 9, 2015 Awesome map. Really good job.Will be great for life type gamemode. Besides bugs i hope you will fix soon the only one thing your really need to add to map is caktuses in deserts and make sand more pale not so red. http://thumbs.dreamstime.com/x/cactus-desert-landscape-16735642.jpg Lets Americanize it... I like the cactus thou. Share this post Link to post Share on other sites
BroBeans. 279 Posted June 9, 2015 Lets Americanize it...I like the cactus thou. I hope you're kidding. It's finally nice to see an accurate (despite the scale of course) picture of Australia's diverse landscape. It would be awesome to see it cut down into smaller sections and constructed to BIS's standards be their professional team (no offence AUS i love this mod) to fully emphasize the size and diversity of Australia. But I have to admit. This terrain is awesome and immersive. Through us a pm if you want an help with anything (not the best modeller but can code like a charm) and I know a little about the signing etc of the mods. I'm happy to help out testing new versions of the map too just let us know. Again, top notch work bud. Keep it up :) Share this post Link to post Share on other sites
david2212 124 Posted June 9, 2015 (edited) are the trucks in your screenshots part of the mod? Edited June 16, 2015 by david2212 Share this post Link to post Share on other sites
ZenMicro 10 Posted June 9, 2015 (edited) Hi Aussie, Loving what you are doing here, this map has potential for awesome fun when up and running as a 'Life' server. I used to do level design for CS1.5 and even did an Aussie themed map (as pathetic as it seems to me when i look back now de_outback was created when i had a monitor with 'colour saturation' issues so everything is over colorful) this game engine and Aussie's work i can see this could become very popular for 'shits and giggles' for us Aussie's being immersed in familiar territories and of course the rest of the world who also love the idea of Australia. Just want to say Hi for now and say i'm interested in playing this and possibly getting involved in it's development should i actually be able to get my head around it all after all these years since my studies in game dev and mapping. A few ideas i think would make a significant addition to the overall experience to Aussieland; - Kangaroos.. there are 3d models out there already, just need the creators perhaps to get the animations for it and then an Arma3 scripter or what have you to make them an entity in game that will become a sight and a threat to dusk and dawn road travel. I'm thinking you would create 'zones' where they would be found. - I would love some old air-cooled kombi or beetle's as vehicles of choice. Like the old song goes "Travelling in a fried out kombi..." One thing to note is i don;t think it is a good idea to start using actual company brand names and logos as it'll bite you in the end. that's all for now... happy to get to know the community and may get involved at a later date :) Cheers mate! - Zen Edited June 9, 2015 by ZenMicro Share this post Link to post Share on other sites
stephnet 11 Posted June 9, 2015 Whaaaoooouuuu ! :eek: Great Project ! 1600 km² ! I hope to play soon Epoch on Australian Island. adding Kangaroo on the island would be a great idea. Congratulations and good luck to all the develop- team for the rest of the project . Stephnet Share this post Link to post Share on other sites
MrSanchez 243 Posted June 9, 2015 You're alone? I thought there was a team working on this map :PAlso outta curiosity, that amazing police station, it has a lot of locked doors(the door model that has a scanner/keypad near the handle), there's no option to open these. Not sure if this was done on purpose for RP, if so, how does one open these by scripts? Or are the doors unfinished yet and lacking the action to open them? Kind regards, Sanchez After DePBOing some of the buildings files I found the police station and within config.cpp I found the condition to use the locked doors condition = "((this animationPhase 'Door_2') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; So in order to open the doors in the police station you need to use SetVariable to set the 'copLevel' variable to anything that is more than 0, so 1 for instance. player setVariable ["copLevel",1,true]; would do the trick. Just confirmed it works ;) I hope that it stays this way, it's smart to have a variable that limits access, as one could not limit specific door access easily by mission script, now that we know how its done I recommend it gets documented somewhere though :p Kind regards, Sanchez Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted June 9, 2015 (edited) drove from Darwin to Adelaide(I live in Adelaide) with an offroad and a pub with no beer playing, and it only took about 15 to 20 minutes :cool: and I would recommend rename tailem bend to Murray bridge because it look more in the place where Murray bridge is well that and there no bridge in tailem bend, and I would all so recommend moving the hospital in Adelaide from it current location to the dot on the map below, it there in RL, but on the contrary the map it GREAT! 10 Minutes latter....I mark out all the road with corresponding name that are in RL:D Edited June 9, 2015 by Aussie Digger Share this post Link to post Share on other sites
shaman45th 10 Posted June 9, 2015 Great Work! 1 question ZEUS compatibility? Share this post Link to post Share on other sites
bravom5 2 Posted June 9, 2015 Just tested the map out a bit, I must say I'm impressed by the size and the fact that you made a map of a real world continent very nicely done! Share this post Link to post Share on other sites
MrSanchez 243 Posted June 9, 2015 Great Work! 1 question ZEUS compatibility? How would it not be ZEUS compatible? Share this post Link to post Share on other sites
rekkless 240 Posted June 9, 2015 Great Work! 1 question ZEUS compatibility? I've already made a full functioning Zeus / MCC template for it http://forums.bistudio.com/showthread.php?190079-Tactical-Map-Pack-The-Ultimate-Zeus-MCC-Template-Missions-RHS Share this post Link to post Share on other sites
Aus 10 Posted June 9, 2015 After DePBOing some of the buildings files I found the police station and within config.cpp I found the condition to use the locked doors condition = "((this animationPhase 'Door_2') < 0.5) && ((player getVariable ['copLevel',0]) > 0)"; So in order to open the doors in the police station you need to use SetVariable to set the 'copLevel' variable to anything that is more than 0, so 1 for instance. player setVariable ["copLevel",1,true]; would do the trick. Just confirmed it works ;) I hope that it stays this way, it's smart to have a variable that limits access, as one could not limit specific door access easily by mission script, now that we know how its done I recommend it gets documented somewhere though :p Kind regards, Sanchez Thanks I will ammend first post to include (can confirm working) :) Share this post Link to post Share on other sites
Spoor 23 Posted June 9, 2015 Great !! - downloading now - thanks Share this post Link to post Share on other sites
opteryx 1562 Posted June 9, 2015 Any mp servers running this map? Share this post Link to post Share on other sites
pathetic_berserker 4 Posted June 9, 2015 Congrats on the release mate. So good to see this finally released. Cant wait to get home tonight and check it out. Share this post Link to post Share on other sites
blacksheep81 12 Posted June 9, 2015 (edited) I've been following this since it's announcement on MANW, super excited it's finally released! I think this has potential to be one of the best Arma maps made. However I've been playing around, and I've noticed I'm getting a ton of errors with missing buildings and road textures. I have the exact same missing road textures on OFM Uhao. Most of these were taken near Brisbane and Perth. What could I be missing? http://imgur.com/a/TpnS2 I'll start peeling addons I have installed out one by one to narrow it down, but that will take me some time and I'm hoping whatever's incompatible isn't something I really like using. Edited June 9, 2015 by Blacksheep81 Share this post Link to post Share on other sites
Aus 10 Posted June 10, 2015 Congrats on the release mate. So good to see this finally released. Cant wait to get home tonight and check it out. hey mate god to see you still about, I'm about to add your MCG for next update just gotta figure out where to put it lol Share this post Link to post Share on other sites
twangydave 7 Posted June 10, 2015 Hello mate, I noticed that no one has posted any footage yet so I thought I'd pop some up of a quick chopper tour. The island is staggering in terms of its size and a monumental acheivement on your behalf. I could imagine that long range land rover patrols of the type undertaken by the LRDG during WW11 could be run with ease on this map and could easily cover many hours or days of immersive and compelling game play. I think this map is a big winner - great work! Share this post Link to post Share on other sites
Aus 10 Posted June 10, 2015 thanks Dave top video !! any chance you can get some higher altitude stuff too? Share this post Link to post Share on other sites
ricardo92 10 Posted June 10, 2015 Usually i dont like big maps, but honestly, this one is so awesome haha... There's something about those big sand dunes that is so artistic good job :D Share this post Link to post Share on other sites