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Tanoa discussion (Dev-Branch)

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Everything I saw so far looks great. One thing I have to say is that I would love to see more buildings being enterable, at the moment there are already a lot of them but specially in the bigger cities I found a lot of non enterable buildings, which made me a bit upset.

They may get changed, remember this isn't the final version. Its the dev branch release ;)

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Love the new map - I've only played for about an hour last night but it took me 30 seconds to realise I definitely need to get a new graphics card to appreciate it! You guys (edit - and girls!) at BIS have excelled yourselves - congrats!

Just wish we could interact with the vegetation now - and have female characters to join us on expeds into the jungle! :P

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but the AI ...

well judging by my test AI doesn't like them especially wooden ones,they are going around them if you give them waypoint over the bridge,only time they use it is if they start from it :D Large ones connecting islands are good and they use them but i want to stop them using them with destruction :D

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Ok, there is my feedback

Some dirt road crossing normal road (there also flying cranes, but you can ignore it, i read that you already know about this)

On screenshots you can see their position

http://imgur.com/a/VQwzn

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I think the mud on the roads is deliberate, it's muddy on Tanoa...

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The dirt road marks aren'ta bug it's normal to have some dirt at the union of the 2 roads.

 

About enterable buildings.

 

I would like to have acces to the church tower.

 

https://i.gyazo.com/2282a570b27165650e864a1e47f7822c.png
 

And I would like to have stairs not ladders to get acces to the roof of the higher buildings.

 

https://pp.vk.me/c633117/v633117347/2dffa/ERlS9NN3s98.jpg

 

Also seeing the archipelago I would like to have bigger boats like BAM from FFAA Mod.

http://imgur.com/6S56sUc

 

There is already a mod to go to the rooftops of the skyscrapper buildings but that solution on multiplayer games could be some kind of teleport cheating, Also I have to say that is better that than have nothing.

 

https://forums.bistudio.com/topic/191430-alpha-release-access-points-aka-get-me-on-that-rooftop/

Another thing. Include in the APEX Expansion the ADR-97 submachinegun. It have done already it's pourpose to be a tutorial about how to use steam workshop, it have 40k suscribers but then for don't know what reason it was updated with another mod called "better ADR-97" and later someone did a config to allow te weapon to use joint rails scopes...  http://steamcommunity.com/sharedfiles/filedetails/?id=671389432

 

?interpolation=lanczos-none&output-forma

 

it is a waste to don't have it included in the game, specially for multiplayer, by now having mods in servers make them being almost empty the whole time, so in my opinion it should be included.

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Not sure if anyone's done it but I decided to experiment with environmental and structural damage. Loaded up the USAF mod and dropped some nukes.  Here's the results.  Some trees fall, some don't, same with buildings.  

 

Loving the hell out of the map though.

 

P.S.  I know my graphics aren't great, on a laptop so this is the best I can do and maintain 30fps or more.

 

 

20160608182710_1.jpg

 

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20160608192035_1.jpg

 

20160608192203_1.jpg

 

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20160608192454_1.jpg

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I hear many sounds of animals, but no the animals do not see.. It's weird.  :wacko:

They will be in the final version of any animals? 

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Please provide grid or map picture marked where this location is.

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Purchased Apex as soon as it was available.

Redeemed purchase on steam 30 minutes ago.

Switched to devbranch immediately after, now downloading.

 

Cheers

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One more bug

cC6DhTP.jpg

 

There is no need to post every object that is floating. BIS already know the cause and them will be solved.

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Please provide grid or map picture marked where this location is.

My screenshots have coordinated, is that enough or you still need a grid of bug position?

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These flying cranes and other misplaced buildings and objects (cinder blocks, etc.) are caused by obsolete and thus incompatible version of structures_f_exp_industrial.ebo addon on Dev-branch. The correct version is on the way. Please do not report related bugs, we know about these issues.

Does that include The Sugar Company(grid 084-103) an issues i noticed with buildings an steps to walk over pipes around the perimeter of it?

http://images.akamai.steamusercontent.com/ugc/259335280222946447/A5CF8B0D2F309E4C6ABA1AFF9CFA34A38492B358/

http://images.akamai.steamusercontent.com/ugc/259335280222946530/4C02209061FBD4B3B1D57A5A9186B32F83289A39/

http://images.akamai.steamusercontent.com/ugc/259335280222946279/54E32C9830F8138BC1AA79E9746BC6001CE10661/

http://images.akamai.steamusercontent.com/ugc/259335280222946197/E7CB9B86C5E86EEB8B036233F82049CEC2051548/

http://images.akamai.steamusercontent.com/ugc/259335280222946076/9093A854B67B4AB4287D417E4976040D34F7BD15/

http://images.akamai.steamusercontent.com/ugc/259335280222946369/356910D5B2C9BE55F9E2C27625952FB569AB7246/

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My screenshots have coordinated, is that enough or you still need a grid of bug position?

 

Oh I missed it, I apologize, keep on trucking!

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I hear many sounds of animals, but no the animals do not see.. It's weird.  :wacko:
They will be in the final version of any animals? 

 

 

I used TPW while I explored just to have a bit of atmosphere.  I agree with you, but if you want something to fill in the gap in the meantime that's always a possibility.  

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I used TPW while I explored just to have a bit of atmosphere.  I agree with you, but if you want something to fill in the gap in the meantime that's always a possibility.  

You would be surprised that a lot of the sounds made in the jungles are actually made by some of the smallest of animals, birds and insects, tiny frogs no bigger than your pinky nail are incredibly loud, as sound carries in the jungle more than it does in open lands.

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You would be surprised that a lot of the sounds made in the jungles are actually made by some of the smallest of animals, birds and insects, tiny frogs no bigger than your pinky nail are incredibly loud, as sound carries in the jungle more than it does in open lands.

 

I see what you mean.  It is a bit weird having all that sound but nothing around.  

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Framerates on Tanoa are just as unplayable as on Altis, even though I'm not even testing real gameplay. Just placed down a quadbike and drove around on an empty Tanoa, and I can't even manage to drive safely because the framerate is so bad. I'm using modest settings on a fairly powerful machine. If this is what BI consider their Apex, then it's probably time for me to abandon Arma for good. Nice content (Tanoa seems like a lovely place), but still unplayable thanks to the ancient technology it's built upon. Can't even imagine how badly it will run during proper gameplay if it doesn't even manage 25fps during a ride on a quadbike in an empty playspace.

 

FX-8350 @ 4,6 GHz / R9 290X / 16GB DDR3 / SSD storage <--- Not exactly a potato. Manages any game I can throw at it except Arma3. Theoretically, it exceeds Arma 3 minimum and recommended specs with a huge margin.

 

These are the recommended specs listed on Steams Arma 3 page:

  • Processor:Intel Core i5-2300 or AMD Phenom II X4 940 or better 
  • Memory:4 GB RAM 
  • Graphics:NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or better

 

Can't even imagine playing the game on a machine like that. Sure, it might launch and display an image or two, but will be it enjoyable? Hell no...

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 The snakes werent done well anyways and actually become a distraction to realism as they were just everywhere and that just doesnt happen. Animals tend to appear when they dont sense humans so it would be sweet if when you just sat in one position (like studying a map) or slowly stalked) for 10 minute, animals gradually would appear. Meaning if you play Arma run n gun 100% time, you will never see one only hear them.

 

 Less is more in these aspects. Let a shark be seen 1 in 800 sessions and you'll remember it for life.

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