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silola

X-Cam-Taunus Version 1.1

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39 minutes ago, yukihito23 said:

Some stuff I've found from my end.

 

  Reveal hidden contents

There seems to be a hidden wall in the middle of the path.

42c3e23312fa618b01d4701e4cddb5f6.jpg

 

Here

224ce347ffe7c8a9789445beb4c92918.jpg

 

  Reveal hidden contents

Wood floating.

bbd8914567fdbc9d8a53df0de11e4e39.jpg

here

607b9738d64b5ab4b3c15f715f3aa581.jpg

 

  Reveal hidden contents

These two locations makes the character float and can't get out.

7afeaab6b129e4a8e3244e2769c868d2.jpg

ff22257e2a0bef2664a90014ca6b8ebc.jpg

At this tower

3778120c1a4d3201b45c8fd5811c98bb.png

 

Thanks for reporting :-)

 

Silola

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some more I found snooping around...

Spoiler

first I thought it was a German thing since I don't see ppl do this in Japan or the US but did some googling and compared with other hay rolls around the map and figured out it's an object left behind by mistake since this was the only field I could find which had a stick right beside the roll

8da3a646bc894c052245e63699ee863a.jpg

 

found it here, where the camera is located

9d31a5670820da22c5f0835dcee0951d.png

 

 

Spoiler

stairs doesn't allow me to get back in since it's too low.

7e49c436eb3785f7c3697070c81ef2ee.jpg

 

found it here.

10506499da65b547a4fe46f0cd58e617.jpg

 

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4 hours ago, yukihito23 said:

some more I found snooping around...

  Reveal hidden contents

first I thought it was a German thing since I don't see ppl do this in Japan or the US but did some googling and compared with other hay rolls around the map and figured out it's an object left behind by mistake since this was the only field I could find which had a stick right beside the roll

8da3a646bc894c052245e63699ee863a.jpg

 

found it here, where the camera is located

9d31a5670820da22c5f0835dcee0951d.png

 

 

  Hide contents

stairs doesn't allow me to get back in since it's too low.

7e49c436eb3785f7c3697070c81ef2ee.jpg

 

found it here.

10506499da65b547a4fe46f0cd58e617.jpg

 

 

Are you working on building loot positions for Exile?

 

 

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You do know that every mod is released under a non-commercial license right?

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großartige arbeit. vielleicht noch einer version in dem man einige häuser von A2 mit häusern von dayz ausstauscht ;) die funktionieren  sind grafisch ein wenig hüpscher und man kann sie begehen ;)  nicht alle aber ein paar vielleicht der performance wegen - müsste man testen ^^  und man hätte auch noch ein ticken mehr Vielfalt bei der Bebauung    

>

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36 minutes ago, jgbtl292 said:

großartige arbeit. vielleicht noch einer version in dem man einige häuser von A2 mit häusern von dayz ausstauscht ;) die funktionieren  sind grafisch ein wenig hüpscher und man kann sie begehen ;)  nicht alle aber ein paar vielleicht der performance wegen - müsste man testen ^^  und man hätte auch noch ein ticken mehr Vielfalt bei der Bebauung    

>

 

Das porten und veröffentlichen von DayZ Content ist illegal. Die Sprache hier im Forum sollte außerdem bloß Englisch sein.

 

Porting and publishing DayZ content is illegal. Also the used language in this forum should be English.

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portoeren muss man da nicht viel die dinger kann man einfach in den addon ordner verschieben und laufen .....    ich kanns auch in schlechtem ennglish schreiben ^^   bin schon wieder weg ^^

 

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Please create your own map with buildings you like. That's all what I've to say. Good luck :-)

 

Silola

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47 minutes ago, jgbtl292 said:

portoeren muss man da nicht viel die dinger kann man einfach in den addon ordner verschieben und laufen .....    ich kanns auch in schlechtem ennglish schreiben ^^   bin schon wieder weg ^^

 

 

Yes, and that is ILLEGAL

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I might be daft but how can I view the new objects/buildings that shipped with Taunus - or use in X-cam myself? Let's not kid ourselves, having Taunus as a dependency won't be a problem as I can imagine any Arma 3 gamer who wouldnt download it :D

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Happy new year everyone...

 

finally had some time to play on the map, so I quickly ported an "invade an annex style" mission to taunus and we had some coop rounds today. worked pretty well so far. had some good fun. i dont want to play any other map anymore if Im honest...if there wasnt this big issue...called arma 3:

 

nearly everyone was getting FPS bug. Some after 5min into game, some after 1+ hour.  Basically the more locations you visited the faster you got the fps bug. Hope this gets fixed with new mallocs / 64bit. oh yeah, we tried different mallocs and perf binaries..and no, we were not running soundmods.

 

other issues:

- some of the new buildings AI pathing is not working. in 1 / 20 cases the AI would fall of the building or glitch through wall.

 

- doorbells play a local sound for the player, not working in MP.

 

- AI Pathing of vehicles :

1. some kind of tree is not recognized by the AI and they will just drive into it all the time and sometimes get stuck

2. some AI pathing of streets doesnt work well, specially on some crossroads vehicle will run into buildings

3. Tank cannons often get stuck in some objects ( probably an arma bug)

 

- Major towns even bring overclocked high end systems down to 20-30 fps with just 40 AI and 5 friendly players around (-> if 64 bit will help with this? Or maybe 2x GPU a là SLI? - none of us had SLI); most of places had 30-50 fps in battle; very good fps compared to other map's fps and object density

 

there were some minor issues with placement / textures. I made screenshots with GPS enabled and a little description below.

 

bugs #1:

http://imgur.com/a/MORLm

texture bug trees:

http://imgur.com/a/aFqYZ

 

If you need further information just drop me a pm.

 

overall i gotta say: bravo, brilliant, absolutely mindblowing. for me this is chernarus 2.0 - please someone link this map to the dayz:sa mappers and show them how to map in 2017.

only time will tell if arma 3 is capable to run it eventually.

 

edit: tested 64bit DEV + perf binary / large pages malloc. running around with 7km object view distance and usually 20-40 fps. loaded the complete map into ram with the splendid camera. Arma 3 used over 7gigs of Ram. i kept it running for quite some time, no FPS bug so far.

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Hello everybody
Someone has already the lootpositions for exile and would share it. Since I have with the tool problems and my arma always aborted.

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4 hours ago, BeeFiRolle said:

Hello everybody
Someone has already the lootpositions for exile and would share it. Since I have with the tool problems and my arma always aborted.

Do it by yourself or wait for someone to release them in the Exile Forums. There you will find much more discussions about this..

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On 1/1/2017 at 3:24 AM, Johnny Drama said:

Happy new year everyone...

 

finally had some time to play on the map, so I quickly ported an "invade an annex style" mission to taunus and we had some coop rounds today. worked pretty well so far. had some good fun. i dont want to play any other map anymore if Im honest...if there wasnt this big issue...called arma 3:

 

nearly everyone was getting FPS bug. Some after 5min into game, some after 1+ hour.  Basically the more locations you visited the faster you got the fps bug. Hope this gets fixed with new mallocs / 64bit. oh yeah, we tried different mallocs and perf binaries..and no, we were not running soundmods.

 

other issues:

- some of the new buildings AI pathing is not working. in 1 / 20 cases the AI would fall of the building or glitch through wall.

 

- doorbells play a local sound for the player, not working in MP.

 

- AI Pathing of vehicles :

1. some kind of tree is not recognized by the AI and they will just drive into it all the time and sometimes get stuck

2. some AI pathing of streets doesnt work well, specially on some crossroads vehicle will run into buildings

3. Tank cannons often get stuck in some objects ( probably an arma bug)

 

- Major towns even bring overclocked high end systems down to 20-30 fps with just 40 AI and 5 friendly players around (-> if 64 bit will help with this? Or maybe 2x GPU a là SLI? - none of us had SLI); most of places had 30-50 fps in battle; very good fps compared to other map's fps and object density

 

there were some minor issues with placement / textures. I made screenshots with GPS enabled and a little description below.

 

bugs #1:

http://imgur.com/a/MORLm

texture bug trees:

http://imgur.com/a/aFqYZ

 

If you need further information just drop me a pm.

 

overall i gotta say: bravo, brilliant, absolutely mindblowing. for me this is chernarus 2.0 - please someone link this map to the dayz:sa mappers and show them how to map in 2017.

only time will tell if arma 3 is capable to run it eventually.

 

edit: tested 64bit DEV + perf binary / large pages malloc. running around with 7km object view distance and usually 20-40 fps. loaded the complete map into ram with the splendid camera. Arma 3 used over 7gigs of Ram. i kept it running for quite some time, no FPS bug so far.

Could i have the dl to that invade and annex ?

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3 hours ago, officialxtreme said:

Could i have the dl to that invade and annex ?

 

sent you a pm

 

Here another collection of...

Taunus bugs #2:

http://imgur.com/a/eQBYR

 

edit: Im not really good at making screenshots and the splendid camera seems to have major issues with long range screenshots, at least i dont get all the trees etc to show. same with "normal view". I need to Zoom in with right click (num+) to actually see all the objects at far distances. Also even when i turned off all fog and overcast i wasnt able to remove all the "fog/overcast" over the map....

 

I did some testing with 11km object view distance. Everything set to ultra. Resolution was 1920x1200. Did some upscaling tests:

 

Day: http://imgur.com/a/0b0Cq

Night: http://imgur.com/a/jYVBC

all pics as zip: https://www.dropbox.com/s/yu39ju6pasfhsys/Taunus11km.7z?dl=0

 

you probably need some kind of website/tool which has a comparison slider between the 2 picture, so it makes it easier to see differences. I didnt know of any website...; another way is to download the pics and switch back and forth between them.

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12 hours ago, Johnny Drama said:

Also even when i turned off all fog and overcast i wasnt able to remove all the "fog/overcast" over the map....

Because this is not the fog you can control via setfog. Silola would have to change the haze on mod/map level. I tried this for a Chernarus map, it works and is fiddling with values. Removing it completely looks unnatural.

https://community.bistudio.com/wiki/Arma_3:_Visual_Upgrade#Haze_Setup

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47 minutes ago, tortuosit said:

Because this is not the fog you can control via setfog. Silola would have to change the haze on mod/map level. I tried this for a Chernarus map, it works and is fiddling with values. Removing it completely looks unnatural.

https://community.bistudio.com/wiki/Arma_3:_Visual_Upgrade#Haze_Setup

cheers

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12 hours ago, Johnny Drama said:

 

sent you a pm

 

Here another collection of...

Taunus bugs #2:

http://imgur.com/a/eQBYR

 

edit: Im not really good at making screenshots and the splendid camera seems to have major issues with long range screenshots, at least i dont get all the trees etc to show. same with "normal view". I need to Zoom in with right click (num+) to actually see all the objects at far distances. Also even when i turned off all fog and overcast i wasnt able to remove all the "fog/overcast" over the map....

 

I did some testing with 11km object view distance. Everything set to ultra. Resolution was 1920x1200. Did some upscaling tests:

 

Day: http://imgur.com/a/0b0Cq

Night: http://imgur.com/a/jYVBC

all pics as zip: https://www.dropbox.com/s/yu39ju6pasfhsys/Taunus11km.7z?dl=0

 

you probably need some kind of website/tool which has a comparison slider between the 2 picture, so it makes it easier to see differences. I didnt know of any website...; another way is to download the pics and switch back and forth between them.

 

thank u for sending us more bugs, it is a great help for us finding glitches and other unwanted stuff.

 

But please keep in mind, that most of your last pictureset were things from cup or MBG buildings. We don´t want to/are not able to fix the cup terrain or other authors issues.

The Tower at the RMA is not complete atm..

and last but not least..we´ve built some custom houses in "lego style" with single walls and floors and so (like u can build in mods like Exile or Epoch) not all of these buildings are meant to be enterable nor destroyable. 

 

Thanks again for helping us to make a good progress on the update.

 

Best Regards

 

Chaser

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Yeah, well, I am not really into mapping, so cant really distinguish between stuff you can fix or stuff you cant ;-[. Just ignore the stuff you cant do anything about.

 

one thing: the big skyscraper hotels; i know theyre arma2, but i remember the ladders on them working in for example breaking point mod on the bornholm map. I really would love to have the hotel roofs as possible locations in game....(instead of ladder maybe some addaction in the hotel lobby to use elevator to top?)

 

found another thing:

The big radio tower at 060078:

- can land on roof but if you exit chopper you will glitch

- if you destroy it, it will collide but will leave no debris

 

(- huge airport tower in the south airport is not destructable) - WIP

 

- garage roofs are glitchy to climb on

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Hi guys, is there something wrong here or is this the way the map looks? I am on dev branch and I use Arma x64 build, first and last one is with only minimum requirements, xcam + CUP mod.

 

(This is just way too bright for me. - Screenshots have been taken at ArmA gamma level 0.9)

http://steamcommunity.com/sharedfiles/filedetails/?id=833524156

http://steamcommunity.com/sharedfiles/filedetails/?id=833524114

http://steamcommunity.com/sharedfiles/filedetails/?id=833524067

http://steamcommunity.com/sharedfiles/filedetails/?id=833524031

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I am using brightness / gamma 0.7 to make it look realistic/good for me... you also can change this stuff on your monitor...

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5 minutes ago, Johnny Drama said:

I am using brightness / gamma 0.7 to make it look realistic/good for me... you also can change this stuff on your monitor...

Yes of course, it's alright here with something like 0.6/0.7 gamma-.... but it should not be this way.

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