oldbear 390 Posted December 7, 2021 Hi, there, I am delighted with the project, which is something I wanted to see for years in Arma. I ask myself a question due to my experience as Arma and Arma2 map maker and my own tests of underground constructions, I am wondering about AI behavior in this environment. Thanks for the job done ! 1 Share this post Link to post Share on other sites
Andrew Price 5 Posted December 7, 2021 On 12/7/2021 at 1:07 AM, Dan Tronic said: Performance is rather good considering the amount of detail across the terrain. We have done a lot of testing [...] our model's LOD's change at much faster rates than normal [...] limited view distance of 180m [...] disabled most of the skybox [...] custom geometric occluders [...] all adds up in helping to keep performance high while still having room to add a lot of detail into the terrain. Sounds like a lot of custom work. Makes me wonder how the editor will see the map (I assume the 180m limit is disabled there). I'm most excited to fly around and see the opportunities for mission building. Also the above comment regarding the AI - but that can be worked around - is somewhat of a good question. Most developers would release a 'pre-release' version by now. Do you have a ballpark when it comes to the release date? I can see you want it to be quite polished, but are we at least saying 2022? Many thanks! 1 Share this post Link to post Share on other sites
aliascartoons 182 Posted December 8, 2021 We did some work on AI pathing, however for the first release i don't know if we gonna have time to implement the final version of AI pathing. With this occasion i would like to officially welcome our new team members who worked hard on expanding our assests and compositions: * C.Ritter - Modeling, texturing (https://www.youtube.com/channel/UCiULvHNGokE3sfVTx_XatUA) * Clλckers - Level design (https://steamcommunity.com/profiles/76561198104468876) * Jan - Level design, video editing (https://www.youtube.com/channel/UC9E0hIzlM--GPFWZ9FmS16g) 1 Share this post Link to post Share on other sites
LuizBarros99 7 Posted December 16, 2021 This terrain looks really mind blowing. Can't wait to try it out once released 1 Share this post Link to post Share on other sites
Sierra-G339 'Digger' 19 Posted December 17, 2021 I know right? 1 Share this post Link to post Share on other sites
aliascartoons 182 Posted January 31, 2022 In case you missed it, we have a YT channel now 🙂 With thise ocasion we invite mission makers and content creators to ask for early access via our Discord. If you have a history in content making for Arma do not hesitate to get in touch with us. https://discord.gg/2VYN3GPJGu 8 Share this post Link to post Share on other sites
aliascartoons 182 Posted February 5, 2022 Here we go. Was a long wait for everyone involved but now we have a release date for Cytech alpha version. Will be a long way for this project to see the finish line so if you want to support this mod now would be a good time to: * spread the word * join our team if you like making compositions in Eden, make/port models, texturing, scripting etc * become our Patreon https://www.patreon.com/CytechMod As you may know the project is in early access stage, is still opened for video, art work, mission and/or mod makers with a history in this fields, preferably with items published on STEAM or other public channels.You can apply for early access via https://discord.gg/bK8bDRCJuN For everyone else the mod will be available as stated in the trailer. I almost forgot, we have a website now, still WIP but will be one of the ways to keep you guys up to date https://cytech-mod.com/ 17 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted February 5, 2022 Wow guys..... 1 Share this post Link to post Share on other sites
Sierra-G339 'Digger' 19 Posted February 7, 2022 This will truly claim the throne of map mods! 1 1 Share this post Link to post Share on other sites
Private Evans 498 Posted February 7, 2022 Is ist still planned to make it possible to connect the underground map with above ground map(s) ? 🙂 Share this post Link to post Share on other sites
aliascartoons 182 Posted February 8, 2022 @Private Evans Yes, is on the table, tho most likely will be optional and not built in in the Core mod, but don't quote me on that, hasn't been decided yet. Share this post Link to post Share on other sites
Sierra-G339 'Digger' 19 Posted February 9, 2022 I remember asking early on in the development if flooded sub-sections were going to be apart of it. Like entire rooms and hallways filled with water, or perhap even entire floors are cut off unless you have diving gear. Is it going in or just not in this initial release? Share this post Link to post Share on other sites
aliascartoons 182 Posted February 9, 2022 Most likely not, but we have plans for that. 1 Share this post Link to post Share on other sites
MadStalk3r 0 Posted February 14, 2022 As a mission maker, I can't wait to look at that ... Share this post Link to post Share on other sites
aliascartoons 182 Posted February 16, 2022 Quick Cytech overview in case you missed it. And here it is a nice video going over the latest terrain mods. 3 Share this post Link to post Share on other sites
Leopard20 813 Posted March 1, 2022 I'm not sure you guys even noticed this, but your mod adds 150+ active (looped) scripts to the scheduler, all execVMed...oof 1 Share this post Link to post Share on other sites
aliascartoons 182 Posted March 1, 2022 9 hours ago, Leopard20 said: I'm not sure you guys even realize this, but your mod adds 150+ active scripts to the scheduler, all execVMed...oof ...we work on optimizations as we speak Share this post Link to post Share on other sites
Alwarren 2767 Posted March 1, 2022 After I ran the mod my shadow distance in the settings was set to -1 😐 1 Share this post Link to post Share on other sites
aliascartoons 182 Posted March 2, 2022 15 hours ago, Alwarren said: After I ran the mod my shadow distance in the settings was set to -1 😐 For better perfomance in nighttime we disabled shadows, so is intended. Share this post Link to post Share on other sites
Alwarren 2767 Posted March 2, 2022 3 hours ago, aliascartoons said: For better perfomance in nighttime we disabled shadows, so is intended. It is intentional that my global settings get modified in my profile when I load a specific map?? Share this post Link to post Share on other sites
aliascartoons 182 Posted March 3, 2022 15 hours ago, Alwarren said: It is intentional that my global settings get modified in my profile when I load a specific map?? hmm, that shouldn't happen on other maps than Cytech. I will check it out and see if is the same for me. Share this post Link to post Share on other sites
kev2go 9 Posted April 3, 2022 only discovered this mod . As amazing the the terrain and atmosphere is. But what i find interesting is the choice regarding the lore/backstory. Quite "interesting". Would be interesting hearing the inspiration behind it. With such a lore i think it leaves an opportunity for some sort of "campaign" developed around this. 2 Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted April 10, 2022 So what was updated with the core assets part of the mod? i see no changelog anywhere. Not sure why you wouldn't post a changelog to the steam change notes tab, i mean when your publishing an update, if you kept a notepad of everything you changed, added, fixed ect,. then all you would need to do is copy n paste it to the tab and save. Change notes is at the bottom of the publisher so i dont see what trouble it would be to just copy n paste something, it really takes no time. Share this post Link to post Share on other sites
aliascartoons 182 Posted April 11, 2022 @GunTer Updates will be announced here as soon as we are ready to c https://discord.com/channels/497907246165000206/497912398108426240 other communication channels will be updated with a delay sometimes depending on the availability of the team member. These are the changes on short: Fixed - Memory leak for caves Single player saving not functioning CCTV station not displaying camera feed Several terrain fixes and OOB's fixed. Black light glitching Destructible walls Missing roadways to some object Fixed double lab door Uniform names Missing property names Randomized door reset when player joins - Changed - Light HP, Most lights can now be destroyed in one shot Rework of all dynamic sound properties Buffed Exo-suit damage resistance Blinking lights animations Some object optimisations Framework: Rewritten our entire SFX controller, New abilities and optimizations to help us streamline the creation and usability of SFX objects in the future <-- The cause of most of the delay LimitViewDistance Rewrite - Added - Attributes: Initial earthquake timer and repeated earthquake timer now customizable Random inactive lights % Features: Destructible windows on cars and windows Miners hat lamp/no lamp Ground texture floors Missing property names Flicker effect to light SFX Objects: Ground texture tiles Miners hat New Rails Pavements Supports Working Ladders and of course further optimisations 2 Share this post Link to post Share on other sites