Jump to content
Sign in to follow this  
.kju

A.C.E CWC Island Pack - beta-1 release

Recommended Posts

I like the island(s).  It's a Massive map!!

My only 'issue' is that i think Kolgujev is in the wrong location.

In Flashpoint the Russians invaded Everon, then Malden.

It was my understanding that Everon was between Kolgujev and Malden.

Then in a later mission, US forces fly North from Malden and arrive on the South shore of Kolgujev.

It my personal opinion that the islands layout should look like this;

           Kolgojev

 Evaron

                 Malden

                                 Nogova

What do people think of this?

Finally, is it possible to change the snow texture of Nogova, as I don’t think it fits with the rest of the islands.

Love the concept though.

[EDIT: I've thought about this. I don't and can't expect you to rearrange the whole thing just for me. How hard would it be for a complete map making noob to move the land masses and retexture one island?] huh.gif

Share this post


Link to post
Share on other sites

I was dreaming of something like that for my own OFP world :

myofpworld1sri9.jpg

humm ...there will be some room for a Desert Island on the SE biggrin_o.gif

Share this post


Link to post
Share on other sites
Colonel Blake says Everon is the easternmost island in the group, IIRC.

..your right mate.  He did.

ok, maybe this layout...

Kolgojev

          Everon

  Morton

I was dreaming of something like that for my own OFP world :

humm ...there will be some room for a Desert Island on the SE  

Nice idea.

I would have put desert island closer to Nogovas Western shore as that was also desert ground... just a thought.

But how easy would it be to move them around in visitor (or whatever)?

Also how easy is it to retexture the islands?

Share this post


Link to post
Share on other sites

any news of an update for this? I am using beta2 for a warfare map that was done primarily by ck-claw, which I have been adding to. OFP world is filling up my arma.rpt, and beta 3 doesn't have ofp world.

Love your work, just wanting to pare down my arma.rpt some!

Share this post


Link to post
Share on other sites

The different textures for the different islands is great, but seems to be a local effect.  We are playing on a dedicated server, and I have 1 set of textures selected for each island, but my clanmates are using different textures.

 Is it possible to "force" all players to use the same textures via scripts, or is the island texture types local only?  We have even tried changing around the textures on the server but it doesn't change the client's textures.

Share this post


Link to post
Share on other sites

From my experience mate,tis just client side.

I also changed em on the server to no effect.

Pain i know but if ive done a mission in desert inviarement (spelling)lol

I just get the lads to change theirs to suit

Share this post


Link to post
Share on other sites
<span style='font-size:12pt;line-height:100%'>Features</span>

...

[*]Single ground texture technology - several to choose from via client side config.

You can assign each island a texture individually now.

...

Unless I misunderstand this quote, Q and the-F have already addressed the ground texture changing issue in the original post and several others. The ground textures are also only changeable right now to get an idea of which texture(s) people like for which island(s). They already mentioned that the final version of the islands will have only one texture per island to address the imbalance of using different textures in MP. It's essentially our opportunity to provide them with feedback that will influence the final outcome of the islands.

Share this post


Link to post
Share on other sites

There will be an update (very) soon. smile_o.gif

It will also include two versions.

One to allow people to choose their texture and one that

forces the texture.

A server admin can now disallow the signature for the first,

so people have to use the later.

Share this post


Link to post
Share on other sites
There will be an update (very) soon. smile_o.gif

It will also include two versions.

One to allow people to choose their texture and one that

forces the texture.

A server admin can now disallow the signature for the first,

so people have to use the later.

fantastic!  

notworthy.gif

 I really like Kolgujev in winter....we spent MANY hours playing "Christmas Gift" in OFP on winter Kolgujev

Hopefully your "very soon" version will have OFP world?

Share this post


Link to post
Share on other sites

OFP World will be in and according to the layout suggested above.

Share this post


Link to post
Share on other sites
OFP World will be in and according to the layout suggested above.

You mean according to the multi-map map? That would be truly awesome smile_o.gif

CTI mission on that would be rather different smile_o.gif

Share this post


Link to post
Share on other sites
OFP World will be in and according to the layout suggested above.

You mean according to the multi-map map? That would be truly awesome smile_o.gif

CTI mission on that would be rather different smile_o.gif

Ya could aways try my Ofp-World Warfare!  wink_o.gif

Found Here

Share this post


Link to post
Share on other sites

Update should be out very soon:

~ Fixed: Height settings of harbor buildings.

~ Fixed: Height settings of street lamps.

~ Fixed: Moved some crossroads.

~ Changed: Replaced the "leafed tree" with "conifer" on cain.

~ Fixed: Added some bushes to fix some issues with a mission.

~ Added: hangar model.

~ Added: "sat textures" for arma terrain textures.

~ Changed: classname, displayname removed the "1 Tex". (eden)

~ Added: compatibility to the old class. (eden)

~ Fixed: replaced the hanger with the OFP hanger. (abel)

~ Changed: the selection of the rvmat files.

+ Better way for MP.

+ More info will follow in the forum.

~ Optimized: split textures and rvmat files.

+ Result of the above change.

~ Updated: cfgpatches class with the new required pbo.

~ Updated: build file.

~ Removed: obsolete ace_island_base.pbo.

~ Changed: set different textures for the islands.

+ If someone thing they don't fit please let me know !

~ Changed: the position of the islands according to the feedback, they are now more like told ingame. (ofp world)

~ Changed: separate the vegetation and the house/road models.

~ Fixed: moved some crossroads. (noe)

~ Added: runway and taxi drive objects; objects are from rocko; textures are old wgl ones.

~ Added: runway, taxi drive and concrete floor plate objects.

~ Added: icon for each island.

In short several improvements.

The SAT works now the same for Sgt.Ace Everon.

Expect working and user changeable clutter (grass etc) for every island.

In addition we plan to release several vegetation replacement

packs, like ArmA north, ArmA center, desert, winter etc.

OFP World has been updated to the suggested layout.

A real SAT is way too much effort with CWR islands out / coming

and Symbiot's Everon.

We have reports from crashing from time to time for the latest

public available update of the pack in MP.

Hopefully this update will improve the situation again.

Once the islands will be ported to ArmA WRP again the crashing

problem should be finally gone.  smile_o.gif

Share this post


Link to post
Share on other sites

Will all the floating rocks on Nogova be taken care of? There's the valley where you have the ambush mission in Res, the hill south of the valley has floating rocks all over it.

Share this post


Link to post
Share on other sites

The ACE island pack now finally has its own BIKI page.  xmas_o.gif

With the upcoming update we will move to a new tread.  yay.gif

@gsleighter

Should be fixed yes.

PM me if you want to test with the latest version.

Share this post


Link to post
Share on other sites

Excellent Q.

In the editor/game the map is quite inacurate as to where woods/forrests are?

Will that be addressed?

Share this post


Link to post
Share on other sites

Unforunately we are not aware how to make forest blocks (OFP

type of woods) visible on the map. Once we upgrade them to

ArmA WRP format, you can see the individual trees on the map.

It may be possible to make an icon in the middle of the wood,

like its done for other map elements.

We will look into this again. smile_o.gif

Share this post


Link to post
Share on other sites

Ah thanks Q

We use the islands alot,but tis a pain from a mission editors point of view.

What looks like a big wood in the editor turns out not to be and vice versa. smile_o.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×