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opteryx

Sakakah Al Jawf OPEN BETA

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confused_o.gif

1st try 63mb server rpt file, couldnt believe it. deleted it.

2nd try 14mb, cause i stopped it.

only entry

Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png'

shadowze you found it!!!

hope any1 know how to get this handled.

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looks like shadowze found your prob

very weird how that error dosent show up in sp , but you havent changed the .png - paa in your rvmats .

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Quote[/b] ]Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png'

Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png'

Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png'

the .png file errors keeps going for 4mb of error ( lots )

AHA! If this is the case, it should be corrected in the upcoming version. Seems like Allie was right.

-edit-

looks like shadowze found your prob

very weird how that error dosent show up in sp , but you havent changed the .png - paa in your rvmats .

Yeah it's strange, but the amount of files seems like a plausible reason for a server to run out of mem.

Thank you guys for the help! I sincerely hope we have apprehended the right culprit this time.

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And PNG's are high quality images files... which could make the server run out of memory extremely easy. You know, this could be it. yay.gif

notworthy.gif

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just opened it with editor

Quote[/b] ] Œ

texture Sakakah\data\pisekplaz_mco.png

texGen È

texture Sakaka

P_035-042_L00.rvmat ist the one

it is a endless loop in trying reading the unrecognized texture type png

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there are more

seems like all the m_xxx_042 are with png

i start correcting them now, i sorted the folder for filetype and start at the bottom, my 1st is P_042-042_L03.rvmat

start from top we meet in the middle and i send you my corrected ones with email

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No need to send me anything, I'm not even using those textures anymore on the new version. The layer RVMATs should be corrected in next version anyway.

Also, if anyone has the capability to change all RVMAT paths, feel perfectly free to do so as a temporary fix for dedi servers.

-edit-

Can I get confirmation from someone that the auto conversion of png to paa when starting buldozer first does actually fix this?

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biggrin_o.gif

i really started the first 20 files in editor lol

i will change the pathes

did you had png files in the addon that were converted to paa?

or was there no png at all?

EDIT:

isnt rapified but fixes the problem as far i could test

rvmat fix

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Optometryx, did you get QG yet?huh.gifnotworthy.gifyay.gif

We're awaitin for you to update the BITCHIN map! biggrin_o.gif

We just released the insurgents, and we hope people will get them. and we are all excited to play on your map with more people + the insurgents.

Wish the best of luck to you-! thumbs-up.gif

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Is it possible to have this kinda terrain details in the next version?

If not why?

I know Sakakah don't have all these mountains as Iraq border but what i mean the terrain details and color it self.

hdti1s.jpghdti3s.jpg

pic1, pic2, pic3, pic4, pic5

btw the new Iraq border released by Allie is much better then the 1st version.

@Opteryx maybe you could use similar details for this Sakakah map.

Cant wait to make missions on the new version. smile_o.gif

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Stole me some Sudanese desert, it wasn't exactly a very pleasing job... crazy_o.gif

p><p><a  href=http://img507.imageshack.us/img507....MG]

I dumbed down the contrast though, this is so the transition between the satellite and detail texture don't get too awkward.

Oh comon, what we need most in ArmA is good Islands http://forums.bistudio.com/oldsmileys/biggrin_o.gif' alt='biggrin_o.gif'>

I like the colors you post smile_o.gif

Kinda soft/smoother and faited but looks pretty nice to me.

One thing that i "dislike" on your 1st map was that it had too flat terrain. From Google Hearth it looks most flat, but it in reality must have more defined mountains and irregularities in terrain in general. They should be more noticeable from the sky.

Damn Can't wait for your map and start working on it.

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lets hope there is a fix for the vanilla arma version before he moves to QG stuff as there is an issue with QG and dedicated servers

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simple way to make it playable is ,download ultraedit32

and point it to layersfolder and replace png to paa , it does binarised rvmats too . only dont try anything more complex than png to paa or it messes up the rvmats

edit

i changed them here.

its just a folder with rvmats only , if someone with a dedi wants to dl this and replace the rvmats in sakakah\data\layers . and see if its a fix then dl these

hope opteryx dont mind.

sakakah layers converted

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hope opteryx dont mind.

Not at all! At least now I might get some proper confirmation if this really is the source of the dedi problem.

Thank you OFP2!

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Confirmed dudes... Works a charm, thanks a bunch!

Isn't it lovely? This peaceful cooperation between individuals? yay.gif

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We will be testing it tomorrow. as jason hasnt had time to add them tonight. biggrin_o.gif

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Hi, seems that the AI's can pass through some walls like ghosts,

the tanks & APC's (M1A1, Striker & M113-A3) don't really follow

the roads when they're set on: Danger. In some places i think that

i get more than 40fps; more than 35fps for sure, but in the middle

of the town and in the most dense urbanized areas i think that im

between +-23 to 30fps. The way that the city is beeing made is

very good, i miss some kind of industrial area or something like that.

With tall buildings, lots of windows, some enterable areas... and

basically the heaven of a urban sniper; but i guess that with some

time... we'll get it. The city looks good to me as it's rightnow.

Even when some roads don't connect well with the roads that cut

it (empy spaces between 'em) and some walls clipp through each other.

But those are minor things i guess looking at the size of the

builded area. Let's C ya

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Hy I´m trying to do a mission for this map, but I´m havin problems placing units inside buildings.

I´ve tryed to make a liberate POW mission with the Hotel building on the map and placed random units in that building but it was not possible.

At last I tried the player in a random position on that building and it placed me somewhere outside the map. Think pos 0,0

One of the scripts I used is this, http://www.armaholic.com/page.php?al=alias6346

Seems like buildings are somehow no objects, and I cant get any values by "buildingPos".

BTW:

I noticed that the ladder doesnt work in the Hotel building.

Nice map so far, hope somen can give me a hand on my probs. confused_o.gif

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Hi, for place units or objects at a desired height, use this command

in the INIT Box of the unit or object:

Quote[/b] ]upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),6];

that "6" is the height, 6 = 6m, it also accepts decimals. So you can

place an object at 2.03m if you want. Have fun finding the right

height of each room in that pimp building. Let's C ya

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Hi, for place units or objects at a desired height, use this command

in the INIT Box of the unit or object:

Quote[/b] ]upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),6];

that "6" is the height, 6 = 6m, it also accepts decimals. So you can

place an object at 2.03m if you want. Have fun finding the right

height of each room in that pimp building. Let's C ya

To make it even simpler, and avoid creating unnecessary global vars:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0,getpos this select 1,(getpos this select 2) + 6]

Change 6 to whatever height you want.

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Hi, for place units or objects at a desired height, use this command

in the INIT Box of the unit or object:

Quote[/b] ]upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),6];

that "6" is the height, 6 = 6m, it also accepts decimals. So you can

place an object at 2.03m if you want. Have fun finding the right

height of each room in that pimp building. Let's C ya

To make it even simpler, and avoid creating unnecessary global vars:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0,getpos this select 1,(getpos this select 2) + 6]

Change 6 to whatever height you want.

Or even more simple:

this setpos [getpos this select 0,getpos this select 1,+.6]

'.6' is any height you want, 0.6 off the ground in this example. xmas_o.gif

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This isn't the mission editing forum....

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Opteryx did you ever thought build, add some underground shelters?

Though i don't know how hard this could be implemented.

Some in those far mountains would be nice

panic_room.jpg

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Opteryx did you ever thought build, add some underground shelters?

Though i don't know how hard this could be implemented.

Some in those far mountains would be nice

img]http://www.dialoginternational.com/photos/uncategorized/2007/06/30/panic_room.jpg[/img]

Yeah sure, just send me the models when you're done with them, notification via PM will be sufficient.

You might also want to add some fake terrain to cover up the huge hole that will be present once the terrain grid is lowered, you could just grab a segment from the layers folder in v1.0 for texture.

Also, can anybody else verify that the map is functioning properly on a dedicated server with a fairly decent amount of players?

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