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opteryx

Sakakah Al Jawf v.1.0

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notworthy.gif

I`ll see if it will crash for me too, or not.

Have waited for the release of this town.

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Downloaded and tested.

You did an awesome job ! notworthy.gif

now, I have to edit my "sim life" sakakah mission in order to fit the sakakah v1.0... whistle.gif

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There was a lot of this stuff.

Quote[/b] ]

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Let me look more.

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Does anyone know if the urban patrol script will work on this version? Or the random building position script for that matter? They had issues on the previous version.

Great work thus far.

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Does anyone know if the urban patrol script will work on this version?  Or the random building position script for that matter?  They had issues on the previous version.

Great work thus far.

Dunno about you mate but the Random Building Position Script worked great for me on all versions, my clans been playing maps with them for ages. RPGs flying off roofs and all sorts it great.

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wink_o.gif  This is very impressive. Great job!

I am enjoying it in edit mode.  Already merged a mission from another map and it was immediate fun. The size of the city really makes the realism factor go up.  I haven't tried it yet but this will make for a very good house to house scenario.  I am going to make use of the house patrol scripts, hope they work. yay.gif

Now I will go find all the neat desert mods to go with this. xmas_o.gif

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nice map smile_o.gif out done youreslf again.

One little "issue", I know you said the auto pilot would kill you on landing, but I spawned as the gnner of an su (i dont like flying in the game much) and told the pilot to take off. He then taxied down one runway, off the end of it and out into the desert for 5 mins before i got bored and aborted. So seems either pathfinding or the runway/taxiway config is messed up.

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There was a lot of this stuff.
Quote[/b] ]

Unrecognized texture type '.png': 'sakakah\data\layers\m_042_000_lco.png'

Unrecognized texture type '.png': 'sakakah\data\layers\m_042_000_lco.png'

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Let me look more.

Oh come on LOL, I swear to God I fixed that. crazy_o.gif

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mmm.... how can i install it? i put it on my default addons folder, but i cant see it on the editor...

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mmm.... how can i install it? i put it on my default addons folder, but i cant see it on the editor...

To be on the safe side you could put it in your DBE1 mod folder then run QG.

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Has anyone gotten UPS to work on this map yet?

Its making me dizzy... All init fields are correctly filled with arguments, game logic is present and even 'some' units get spawned into designated zones, but about 90% of ´em just stays where i put them on the map and does nothing.

But it becomes even stranger. 90% of AI RACS soldiers refused to shoot at me when i went to examinate where the heck all the AI is. When i arrived at their starting point, and although set friendly to East, they almost gave me a very warm welcome with tea, biscuits and all the other good stuff. Only 4 or 5 individuals opened fire confused_o.gif

The island itself is great - Loving the hugeness!

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After QG I've noticed some really weird stuff going on with the AI, some just stand around right next to enemies and do nothing, other's walk straight through walls..

Anyway.. I see there's some errors here and there on the map which Visitor F*&%¤# up, not my fault.. in the north some places the terrain has been disfigured inside the city, this was not so when I formed the terrain there so it has to have occurred on it's own later somehow. Can't fix this now though, will be away for some time.

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I did some testing with v.1.0.

In ~6 hours of testing i had no crashes.The AI is not able to use the highways properly, but that the AI can`t drive is nothing new.

The performance is better than in the open beta, especially around the market.

Why are the runway segments shown as "house" in the editor?

The DC-3 always try to land between the runways and crashes into the small buildings.

But it looks like A-10 do have no problem to land on the runway. huh.gif

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Thank you very much with you opteryx of this formidable tool which is sakaka.

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Urban Patrol Script from what I saw works well with this map. I ran it last night with 8 different patrol groups and one large marker over the whole town they were patrolling the roads fine biggrin_o.gif

This map, with UK Desert pack & Desert weapons pack plus the NIM weather mod on "light sandstorm" is a fantastic combination, great work, can wait to get COC on this and call in some trikes on the town!! pistols.gif

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The AI is not able to use the highways properly, but that the AI can`t drive is nothing new.

Yep they're idiots, can't do much about that I guess. confused_o.gif

Quote[/b] ]In ~6 hours of testing i had no crashes.

The performance is better than in the open beta, especially around the market.

Yeah, I resized the sat grid and layer segments, seemed to give better performance.

Quote[/b] ]Why are the runway segments shown as "house" in the editor?

I haven't got the slightest clue.

Quote[/b] ]The DC-3 always try to land between the runways and crashes into the small buildings.

But it looks like A-10 do have no problem to land on the runway.

Well as I said, the runway isn't completely done, there's plenty of coordinates I have to write in the config to get it working properly, I didn't have time for that.

Don't know why the A-10 get's it right, but I guess that's not really a problem.

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Urban Patrol Script from what I saw works well with this map. I ran it last night with 8 different patrol groups and one large marker over the whole town they were patrolling the roads fine biggrin_o.gif

Mind to share the mission youre talkin about?

Need something to compare with mine help.gif

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smile_o.gif Great job Opteryx ! New Buildings and additions are great.

yes it's a long loading time...but worth the wait. I Liking it all a lot.

Thanks for your dedicated work on this.

One small gripe (some people are never happy), since you ajdusted the height map and increased all elevations,there is now a constant gail blowing....which is bit of a immersion killer as it masks out lots of ambient sounds and enemy noises.

Is there a way of losing the wind noise? I know it's tied the elevation of the player,but for me it's an atmosphere killer.

Would love to find a way around this..'cos otherwise Your Town is Ace. Thanks again. tounge2.gif

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Very nice, Opteryx. thumbs-up.gif

Does anybody have any experiences with this island and a dedicated server so far?

MfG Medicus smile_o.gif

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Need something to compare with mine help.gif

I believe he means the one from Kronzky.

You can give it a try but with multiple groups (like more then 10/15) the bandwith of a server is quite challenged. smile_o.gif

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Very nice, Opteryx. thumbs-up.gif

Does anybody have any experiences with this island and a dedicated server so far?

MfG Medicus  smile_o.gif

I and opteryx tested this map on a dedicated server before opteryx made it official. The loading takes a bit time, but i think it doesen't take much longer than loading the Sahrani map. Tho.. I see the dedicated server shows me a bit more hunger for RAM. It is a big map smile_o.gif It depends on the mission size also. the more objects, the longer time it takes. I know it sounds stupid when i say that, but it's logical. Just make sure the Sakakah map is located in the DBE1 map on the dedicated server. Yes. a dedicated server needs QG too, so add -mod=DBE1 into the ArmA_server.exe shortcut properties.

I don't know who posted info earlier in this thread. There may be some problems with the dedicated server running this map with many players, I can't confirm this ATM.

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