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X-Cam-Taunus Version 1.1

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1 minute ago, nikiforos said:

What? Seriously?  If you say that Arma  is running fine with 15 FPS then you are a lucky bastard. You can still play with computers from 2005 without upgrading until 2030.

It's about the fun per second not frames per second!

Fun != running fine

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I loveeeee the map so far, though I must say I'm confused by one aspect, which is the map at night time. Why is it so bright / not dark? NGVs are almost pointless, and I can see things from a mile away. Not to mention air vehicles, they may as well have reflective tape.

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6 hours ago, Aniallator said:

I loveeeee the map so far, though I must say I'm confused by one aspect, which is the map at night time. Why is it so bright / not dark? NGVs are almost pointless, and I can see things from a mile away. Not to mention air vehicles, they may as well have reflective tape.

 

skip time further...they re all kind of night brightness...

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6 hours ago, Aniallator said:

I loveeeee the map so far, though I must say I'm confused by one aspect, which is the map at night time. Why is it so bright / not dark? NGVs are almost pointless, and I can see things from a mile away. Not to mention air vehicles, they may as well have reflective tape.

Try different dates-you probably have it set to a night with a full moon. Without a moon it will be pitch black-especially if a bit overcast.

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12 hours ago, ineptaphid said:

Try different dates-you probably have it set to a night with a full moon. Without a moon it will be pitch black-especially if a bit overcast.

 

Roger, will give that a try. @eh chaser yeah no matter what time of night it's still quite bright, perhaps ineptaphid's suggestion will work.

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I can verify that I tested the night also, both Summer and Winter, full moon and no moon, around 30% overcast, I could always see just fine without night aid and I have my gamma way down. So yeah it is on the bright side.

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On 23.1.2017 at 8:24 AM, computer said:

Arma is just as fun running 15 fps as it is running 60.

Haha - Well I wouldn't sign that :-) 15 FPS are fun maybe if you play "observe the snail" type of missions. 15 FPS in Eden are also alright.

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To achive as low as 15 fps. Observing a snail is hard. To achieve 15 FPS there has to be hundreds of ai fighting, therefor 15 fps will most likely never be observing the snail, but rather bloodbaths and crazy situations.

It all depends. I can play wasteland at ~60 FPS and drive through an empty map for 30 minutes until I get into a small firefight that lasts about 15 minutes. I can play coop missions at ~30 fps while constantly being shot at, engaging hundreds of enemies in the span of an hour. I prefer the latter. It's just a matter of preference.

Anyway, I've experienced a few crashes on the stable (32bit) branch. This is weird because I had no crashes for over 12 hours the day before. I hope 64 bit solves this issue, because the sweet sweet terrain on taunus, the amount of detail in every location is stunning. I also love the enterable buildings used in this map. Very nice indeed!

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greetings, some more misplaced objects...if this wasn't mentioned earlier by anyone else.

 

below is floating fence object.

seems the entire square pen is floating around in that area shown in pic 2 (map)

5025a173dd817d375f40295265a6c1cf.jpg

 

found right north of the southwest airfield.

8748ab1573e152a9ad4a9d8b838cdd13.jpg

 

Missplaced stairs I suppose?

9115fdae0bf016390315b73a26b49cc8.jpg

 

Located in small village north west of Kolbenberg military base

 

378b42d9164b54d86e5a71a69cf694bc.jpg

 

Not sure if on purpose or not ut rocks on the road.

9de1a64c7d410a9b31a717ae91408806.jpg

 

Here, south west of Weisskirchen

86451511a38f7310a158b716d4f0b1fe.jpg

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Hello, I'm the maker the Athena mod, its a mod that displays maps in a separate application for display on a 2nd screen. I noticed something while exporting the roads in Taunus and I don't know if you'll even care because the roads display perfectly in arma but there are segments of some roads that when I use the roadsConnectedTo command, they return an empty array rather than the segments they neighbor. Additionally, when you look at the neighbor segments roadsConnectedTo arrays, they appear to list an object id that from what I can tell, is not a valid road segment. So for example, you have a road like this _ _ _ where the _ are the segments and the individual objects. The first segment will have object id 80 and return [79,41] for it's roadsConnectedTo. The second segment will have object id 81 and return [] for it's roadsConnectedTo. The third segment will have object id 82 and return [41,83] for it's roadsConnectedTo and this will be on a straight section of roads and sometimes at intersections. It's just strange that 80 and 82 will both claim to be connected to the same object id but it's completely the wrong one and that the right object id claims that it's not connected to anything.

 

So, I'm not sure if this is something that occurs frequently in ARMA roads (I haven't witnessed it to the extent that I've seen on Taunus but it could just be that it does happen and that it happens so much on Taunus because there are so many roads) or if it's more specific to Taunus. I'm also not sure if you care about what could be considered a non-issue because in game (and on the map), it looks perfect (Taunus is very beautiful btw) and that's what you really care about but if you want to investigate, I'd be happy to provide some example images and data output for you to review.

 

Thanks,

 

bus

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@skruis

If you check this picture:

OaummSQ.jpg

 

all of the cobblestone are objects with the propperty road, that were manually placed via xcam. various types of those objects were used all over the map.

That should be the source of so many unconnected objects.

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@t-800a Im pretty sure Im rendering those properly. There are a ton of well connected 'roads' inside each of the towns. Do you know roughly where that photo was taken just so I can confirm? Ill post some additional info and examples of what Im referring to when I get home. The stretches ill provide in the examples are usually outside of the towns in the oddest of locations. I should have posted examples originally but like I said, with everything working properly in Arma, I wasnt sure if the team would even consider looking into this.

 

edit - The extent of what Id be looking for is someone from the team to confirm what im seeing and say either 'Yep thats a bug. But its not affecting the game so meh.', 'Yep thats a bug, well fix it eventually.' or even 'Thats just Arma. Better learn to deal with it.' Ive never made a map so I have no clue how road definitions work during the design phase. From my point of view, if its a 'thats just how arma does it kind of deal than Ill try to figure out a way to manage it. If its 'oh yea, thats a bug' thing then I can stop trying to pursue resolution of the issue and say 'Taunus "mostly" supported.' Cause even with the small gaps, it still looks great.

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@t-800a I found that spot in Athena and it looks like this:

 

neuanspachs.png

 

So, there's the darker cobblestone in the foreground of your picture and the lighter cobblestone in the center of that walking area and also in the perimeter of the square, er, rectangle. I walked around the dark cobblestone sections searching for nearReads and that came back with nothing. On the lighter cobblestone, it returned results like this: (sorry for the formatting)

 

{"ObjectID":"5521255","Model":" pflaster_kopfstein_6m.p3d","Surface":"#xcam_feldberggrass_green","Dir":"54.333","PosX":"11377.7","PosY":"18009.1","Width":"5.99995","Length":"6.00387","IsIntersection":false,"Connections":["5521256","5521254"],"Path":null}

{"ObjectID":"5521256","Model":" pflaster_kopfstein_6m.p3d","Surface":"#xcam_feldberggrass_green","Dir":"54.333","PosX":"11372.8","PosY":"18005.6","Width":"5.99995","Length":"6.00387","IsIntersection":false,"Connections":["5521257","5521255"],"Path":null}

{"ObjectID":"5521257","Model":" pflaster_kopfstein_6m.p3d","Surface":"#xcam_feldberggrass_green","Dir":"54.333","PosX":"11368","PosY":"18002.1","Width":"5.99995","Length":"6.00387","IsIntersection":false,"Connections":["5521885","5521256","5521266"],"Path":null}

 

I don't know if you guys planned on the lighter cobblestone forming connections or not but they did. So, you can kind of see that I'm talking about the roads that are actually supposed to be paths. Now if you look at this:

 

oberhachstadt.png

 

Those 2 sections are examples of what I'm talking about...

 

The left area has:

{"ObjectID":"5669750","Model":" ","Surface":"#xcam_feldberggrass_green","Dir":"0","PosX":"13459.9","PosY":"6477.42","Width":"7.21289","Length":"5.73193","IsIntersection":false,"Connections":["5669749","5669751"],"Path":null}

{"ObjectID":"5669751","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13460.4","PosY":"6481.58","Width":"7.52051","Length":"4.93701","IsIntersection":false,"Connections":["5669750","4449144"],"Path":null}

{"ObjectID":"5669752","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13461.4","PosY":"6484.5","Width":"7.44727","Length":"5.90381","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5669753","Model":" ","Surface":"#xcam_feldberggrass_green","Dir":"0","PosX":"13463.2","PosY":"6486.86","Width":"6.98828","Length":"7.0708","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5669754","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13466","PosY":"6488.73","Width":"6.5918","Length":"7.76514","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5669755","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13469.4","PosY":"6489.99","Width":"5.28516","Length":"7.62646","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5669756","Model":" ","Surface":"#xcam_feldbergforestground1","Dir":"0","PosX":"13473.8","PosY":"6490.76","Width":"6.14648","Length":"7.57813","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5669757","Model":" ","Surface":"#xcam_feldberggrass_green","Dir":"0","PosX":"13485.1","PosY":"6490.81","Width":"17.6523","Length":"7.56299","IsIntersection":false,"Connections":["4449148","5669758"],"Path":null}

 

The right area has:

{"ObjectID":"5679210","Model":" ","Surface":"#xcam_feldberggrass_green","Dir":"0","PosX":"13841.8","PosY":"6267.18","Width":"17.9736","Length":"15.8818","IsIntersection":false,"Connections":["5679209","5679211"],"Path":null}

{"ObjectID":"5679211","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13857.9","PosY":"6279.26","Width":"21.6396","Length":"17.6821","IsIntersection":false,"Connections":["5679210","4452460"],"Path":null}

{"ObjectID":"5679212","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13875.7","PosY":"6292.59","Width":"21.3408","Length":"18.564","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5679213","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13895","PosY":"6307.76","Width":"24.4912","Length":"21.2231","IsIntersection":false,"Connections":[],"Path":null}

{"ObjectID":"5679214","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13915.6","PosY":"6323.96","Width":"24.1914","Length":"20.6309","IsIntersection":false,"Connections":["4452461","5679215"],"Path":null}

{"ObjectID":"5679215","Model":" ","Surface":"#xcam_feldbergdirt","Dir":"0","PosX":"13934.4","PosY":"6337.84","Width":"20.3574","Length":"16.8301","IsIntersection":false,"Connections":["5679214","5679216"],"Path":null}

 

So it's just weird that these oddball object id's are popping up in the roadsConnectedTo and that the oddball object id's are ... counted correctly. In the left area, 751 is connected to 144. So then you have 144, 145, 146, 147, 148 and 757 is connected to 148. So it's like the road segments that don't have connections are a part of the path but under different object id's.

 

It's just frustrating because as you can see, I'm getting most of Taunus 'right':

 

taunusroads.png

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@skruis

 

I understand your irritation, but if you have a closer look at picture 2 (that one with the blue circles) you have seen 2 roads with two gaps,

but thats not right. This picture shows you 4 different roads without any gap.

 

The different rows of numbers show this already. Some street gaps were actually created intentionally,

but I do not want to rule out that there are some mistakes in terms of roads.

 

Sorry for all your problems on Taunus :-(

 

Silola

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Wow in all this years this is the best map I have ever played. Now the only thing I need to learn is how to add a proper DMS to this map on Exile MOD.

 

But once again, thanks for this awesome work of art.

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48 minutes ago, ZeroAlpha said:

Wow in all this years this is the best map I have ever played. Now the only thing I need to learn is how to add a proper DMS to this map on Exile MOD.

 

But once again, thanks for this awesome work of art.

 

Thanks. What means "DMS" ???

 

Silola

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5 hours ago, silola said:

@skruis

 

I understand your irritation, but if you have a closer look at picture 2 (that one with the blue circles) you have seen 2 roads with two gaps,

but thats not right. This picture shows you 4 different roads without any gap.

 

The different rows of numbers show this already. Some street gaps were actually created intentionally,

but I do not want to rule out that there are some mistakes in terms of roads.

 

Sorry for all your problems on Taunus :-(

 

Silola

 

Silola, no need to apologize at all. I'm not putting any of this on you or any other Taunus dev. I just didn't know if you guys wanted me to point that out or if it even mattered to you because like I said, the roads in arma are perfect. Those 2 roads I highlighted, there are no gaps there in game. That was what I was pointing out...for some reason, the roadsConnectedTo there are not reporting connections but they're visually connected in game. I was just wondering why there was a discrepancy.

 

EDIT - After going over Altis with a fine tooth comb, I've found a couple small gap instances as well. This is most likely something behind the scenes in Arma. It was just much more frequent on Taunus for some reason. I'll write gap detection code. Sorry to bother!

 

Thanks!

 

-bus

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20 hours ago, ZeroAlpha said:

Wow in all this years this is the best map I have ever played. Now the only thing I need to learn is how to add a proper DMS to this map on Exile MOD.

 

But once again, thanks for this awesome work of art.

 

Adding DMS is quite easy..

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To @silola 

 

I hope you enjoy my cinematic made on your beautiful X-Cam terrain! I can only thank you for spending what must have been countless hour upon hour placing each and every object with care and attention to detail. This really is like no other community made Arma 3 map I've ever seen before.

 

 

Some closing word: Taunus really was a joy to work with whilst filming and editing. Stellar work to all those involved with the making of this map! <3

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On 1/8/2017 at 8:27 PM, rekkless said:

Amazing map, I just downloaded now. Simply outstanding work.

 

But can I ask surely there are too many objects and too much detail to use this in multiplayer? I'd like to put this in my groups repository but it seems like it is going to be a multiplayer nightmare.

Very good video.

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52 minutes ago, CallMehTOMMEH said:

 

 

 

This trailer is awesome buddy! I like to see u guys are enjoying our hard work :-)

 

Regards

 

Chaser

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WOW ... Tommeh ... realy cool video !! Thanks man.

 

But please thank not only me, but the whole X-Cam-Team ;-)

 

Silola

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1 hour ago, silola said:

WOW ... Tommeh ... realy cool video !! Thanks man.

 

But please thank not only me, but the whole X-Cam-Team ;-)

 

Silola

 

But of course! My bad on that part! It was very much a combined effort that led to the genesis and construction of Taunus!

 

It was my pleasure to make this video as a thank you for all the work you've put in!! :rthumb:

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currently does not work with infistar (exile mod,It works only admin panel) 

If all the functions infistar---

12:35:34 Virtual memory total 4095 MiB (4294836224 B)
12:35:34 Virtual memory free 123 MiB (129544192 B)
12:35:34 Physical memory free 1264 MiB (1325649920 B)
12:35:34 Page file free 9127 MiB (9570693120 B)
12:35:34 Process working set 3406 MiB (3571998720 B)
12:35:34 Process page file used 3706 MiB (3886731264 B)
12:35:34 Longest free VM region: 3932160 B
12:35:34 VM busy 4182679552 B (reserved 142716928 B, committed 4039962624 B, mapped 68214784 B), free 112156672 B
12:35:34 Small mapped regions: 28, size 131072 B
ErrorMessage: Out of memory (requested 0 KB).
  footprint 3273859072 KB.
  pages 147456 KB.

12:35:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
 

on all the other maps all works well

 

can somebody help me with this problem? there is still someone else is a problem? I will be very grateful))

sorry for my English)

start----noPause -enableHT -autoinit -nosplash -high -port=2302 "-config=instance_exile.Tanus\config.cfg" "-cfg=instance_exile.Tanus\basic.cfg" "-profiles=instance_exile.Tanus" "-name=Exile" "-servermod=@ExileServer;" "-mod=@ADK;@CUP_Terrains_Core;@CUP_Terrains_Maps;@Exile;@RHSAFRF;@RHSGREF;@RHSUSAF;@RHSSAF;@xCam_Taunus;" -loadMissionToMemory

p.s  I am a long time administrator, I never experienced such a problem

Edited by filotelist

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