chernaruski 338 Posted February 24, 2019 ChernarusRedux - WIP 9 1 Share this post Link to post Share on other sites
Digger James 133 Posted March 1, 2019 Snow-capped mountains in the distance! OH~!!! you Spoil us with such beauty! Share this post Link to post Share on other sites
chernaruski 338 Posted May 17, 2019 The work continues ... Spoiler 19 Share this post Link to post Share on other sites
stlassen 16 Posted May 21, 2019 Hi, Does Chernarus Redux somehow alter how lighting works on other maps too? I'm asking because I'm having an issue on other maps, like Altis, only when this map is in the modlist of mods being loaded. To give an example: I only have the following mods loaded, all latest versions: CBA TPW MODS (only using the HUD and full-color nightvision) CUP Terrains - Core Chernarus Redux This is what I do and experience: Loading ARMA only with the above listed mods. Open 3den editor and choosing Altis as map. Putting down a soldier (Infantry) on the map. Setting the time for nighttime. Running the scenario as is. Putting on Tactical Glasses, which activates the TPW HUD. Activating fullcolor Nightvision, a function of TPW HUD. At this point brightness is turned down to 0, mening there is no lighting gain. Adjusting brightness or lighting gain, is part of the TPW HUD. Whenever I turn brightness up, increase the gain, it goes up a level as expected, but only for a second and then immediately goes down to 0. This only happens when I have Chernarus Redux loaded and it doesn't matter if I play on this map or any other map. So somehow this map seem to alter things on other maps. Unloading Chernarus Redux everything works as expected. I'm not sure exactly what is going on, but maybe you can throw some light on it, parten the pun, so I better understand. ;) Share this post Link to post Share on other sites
chernaruski 338 Posted May 24, 2019 stlassen , I'm gonna reproduce it and see what I can come up with... 1 Share this post Link to post Share on other sites
tpw 2315 Posted May 24, 2019 chernarus_flashlight.pbo is the culprit, it runs 2 scripts fn_darkness_effect.sqf and fn_getaperture.sqf which prevent ambient light when underground. Trouble is they run on all other maps too and interfere with any scripts such as TPW MODS which use setaperture for things such as night vision. chernaruski, if you're running TPW MODS then you activate colour night vision with ctrl+alt+n By the way, thanks for an astonishing terrain (although my CPU doesn't thank you, it's very heavy!). Share this post Link to post Share on other sites
chernaruski 338 Posted May 24, 2019 @stlassenYep, the only thing that can effect your NV lighting is the altar darkness effect script. Let me check with the senior dev , and the original author of this script , what can be done about it.@tpw , thank you. We took a note of performance issues (at some locations) and will be balancing things out for a better optimization in future patches. 3 Share this post Link to post Share on other sites
stlassen 16 Posted May 24, 2019 Thank you @chernaruski! I love the map, but also TPW. 😄😉 Share this post Link to post Share on other sites
chernaruski 338 Posted June 30, 2019 Some WIP screenshots... Spoiler In addition to the new redux-ed locations , we constantly working on bug-fixing. If you check the public bug tracker , you will find that more then 200 bugs have been addressed and counting... Dev bugtracker have around 400 bugs, that were found by our QA and counting... You are welcome to bugreport , as we go , here or at Discord (for faster logging). @stlassen , I still have no answer for you about the darkness script , since the guy who created the script have limited time to adress this. So , atm, we kinda "stuck" with it. The only thing I can come up with is that you can try and disable it completely by adding missionNamespace setVariable ["CHR_DisableDarkness",true,false]; to initplayerlocal.sqf . 5 1 Share this post Link to post Share on other sites
stlassen 16 Posted June 30, 2019 2 hours ago, chernaruski said: @stlassen , I still have no answer for you about the darkness script , since the guy who created the script have limited time to adress this. So , atm, we kinda "stuck" with it. The only thing I can come up with is that you can try and disable it completely by adding missionNamespace setVariable ["CHR_DisableDarkness",true,false]; to initplayerlocal.sqf . @chernaruski Hey! It's fine. I understand it's a big project and things takes time. 😉 I'm sure it will get solved eventually. 🙏🏻 And thank you for the scriptline. I'll try it out when I get the opportunity. Share this post Link to post Share on other sites
chernaruski 338 Posted August 8, 2019 "We have a potential release candidate currently under test for next release version 08x" Spoiler 10 1 Share this post Link to post Share on other sites
CrazyCorky 463 Posted August 8, 2019 Can't wait!! Looks awesome! Share this post Link to post Share on other sites
pvt. partz 248 Posted August 8, 2019 Swamp and streams look great! Did I see a '66 rambler? Share this post Link to post Share on other sites
yukihito23 122 Posted August 16, 2019 *crawls out from under rock* Chernarus Redux version 0.88 has been released. Changelogs can be found athttps://steamcommunity.com/sharedfiles/filedetails/changelog/1128256978 If any bugs found, please hop on and let us know at our Discord (https://discord.gg/KzVFjdQ) @ #bug_reports channel. (Pinned message by @The Dude explains reporting format) 5 2 Share this post Link to post Share on other sites
EO 11275 Posted August 16, 2019 Quote - Added Chernarus Redux Monument Sounds interesting, is it an easter egg to be found? Share this post Link to post Share on other sites
yukihito23 122 Posted August 16, 2019 2 minutes ago, EO said: Sounds interesting, is it an easter egg to be found? It's to recognize those who have contributed to the project until now so should be fairly easy to find 2 Share this post Link to post Share on other sites
EO 11275 Posted August 16, 2019 Nice touch guys. ^^ 1 Share this post Link to post Share on other sites
chernaruski 338 Posted August 28, 2019 FYI: CHR is currently recruiting for these positions: - Object Placement - 3D Modelers - Texture Artists - Scripters - Terrain Editors More info in CHR Discord #recruitment - https://discord.gg/QVDy7ub 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted September 4, 2019 Is DS Houses still required for this terrain? It's listed here as a requirement but not on the SWS. Share this post Link to post Share on other sites
CrazyCorky 463 Posted September 4, 2019 5 hours ago, beno_83au said: Is DS Houses still required for this terrain? It's listed here as a requirement but not on the SWS. No they are now incorporated as part of the terrain itself. 1 Share this post Link to post Share on other sites
chernaruski 338 Posted October 6, 2019 WIP Spoiler 5 2 Share this post Link to post Share on other sites
chernaruski 338 Posted October 17, 2019 Emergency Broadcast incoming... A release candidate is undergoing a final changes and bug fixes. You can have a glimpse of what will be changed under "Release Candidate" section of our public roadmap https://trello.com/b/SQbMmUkx/chr-dev-road-map-external 6 Share this post Link to post Share on other sites
rekkless 240 Posted October 18, 2019 Any idea if those amazing new sounds are going to conflict with players running JSRS? Share this post Link to post Share on other sites
chernaruski 338 Posted October 18, 2019 Using JSRS myself here, haven't heard any problems with the sounds. You can always load it up yourself and test & if you happen to find any let me know. 1 Share this post Link to post Share on other sites