Enigma85 2 Posted January 22, 2009 it would be best to ask that question in the Inv44 thread. as the addon is linked to there work and not ours. as for being used in the 31st mod i very much doubt it. Share this post Link to post Share on other sites
Zippa 0 Posted January 22, 2009 56x times bigger then sharani?! are you out of your mind? wouldnt it lag like crazy? ArmA only loads up what you can see within your visual distance and what's being loaded by various levels of detail. Â Most of the time when you go further then 1,000 meters away from objects, a lot of the smaller ones such as the bushes, trees, flowers disappear. Â Other objects like buildings and vehicles drop in the amount of detail the further you are from them. Â ArmA only allows you to put so many objects in one spot before it becomes a problem. Â I use the max visual distance of 10,000m to keep the frames up. Â We also use as many low poly objects as possible. Â We did this with the intention of creating a multiplayer friendly environment. Â As it stands now, you can play on the beta test server and achieve very high frame rates with a very large map. PS- ArmA2's map is larger then mine with much more detail. and hopefully better programmed then Arma ... :S Share this post Link to post Share on other sites
MK1 0 Posted January 23, 2009 Also completed Utah beach area along with Carentan. Those images look great! Can't wait to start working on some airborne missions. Damn, I wish you'd have a release coming shortly.. Have you thought about implementing the flooded fields behind Utah somehow? I'm sure they could be done in one way or another. Even if you can't actually drown anyone there it would be nice to have some kind of watery areas. Share this post Link to post Share on other sites
beton 2 Posted January 23, 2009 Hey Rip, your progress is really awesome. How did you make the tide on your beaches? I would like to include that in my map too if you could tell me how... you know.. i´m a beginner.. Share this post Link to post Share on other sites
Aqu 0 Posted January 23, 2009 your progress is really awesome. How did you make the tide on your beaches? I would like to include that in my map too if you could tell me how... you know.. i´m a beginner.. That's a secret Just kidding. Tide is normal ArmA feature. You just don't see it so easily because you rarely spend half a day sitting on a beach. I don't know how you could control the tide height but the high and low tide should follow the moon movement. Share this post Link to post Share on other sites
beton 2 Posted January 23, 2009 hm... ok... but there must be some data where the tide is at lowwater etc and of course how high the tide goes. During the last days i´ve tried to make some objects for my map... more or less successful. I think there is a big lack of Bunkers one can use for islands and its a lot of work to create them.... Share this post Link to post Share on other sites
_BARNS_ 0 Posted January 23, 2009 Hey m8s, great mod you made but i am missing all the weapons in the vilas ww2 boxes only a few are inside. Share this post Link to post Share on other sites
warden308 0 Posted January 23, 2009 This is looking awseome! Keep up the good work! Share this post Link to post Share on other sites
Aqu 0 Posted January 23, 2009 but there must be some data where the tide is at lowwater etc and of course how high the tide goes. During the last days i´ve tried to make some objects for my map... more or less successful. I think there is a big lack of Bunkers one can use for islands and its a lot of work to create them.... What I have checked the Sahrani config file, there is no such a data. To me it seems it is hard coded how much teh water level moves up and down the "normal" water level. There are some new gun emplacements etc in the next phase. I hope you can find them useful. Meanwhile you could try combining some of the warfare bunker kind types and sandbags together to make new variations. The fact that ArmA doesn't have much of them by default is understandable as modern warfare is very mobile and not sitting in a bunker or a trench. Share this post Link to post Share on other sites
rip31st 98 Posted January 24, 2009 Beton - Water level flucuates between 0-2 meters. So if your lower water mark is between 0-2 meters you're good to go. You can make tidal flats like I did. Barns - Anything Vilas put into those boxes will be changed with the next update. Sorry I didn't change anything ammo box wise with Vilas's ww2 pack for the beta release. When the official 1.0 (non beta) version goes out they will have weapons and ammo boxes with appropriate weapons. Thanks for the comments. Keep them coming. Share this post Link to post Share on other sites
Enigma85 2 Posted January 24, 2009 When it's done. There's still a lot of work that needs doing. both on the map and on the vehicles being added. maybe when the goal is getting close. a rough ETA will be given but last time it only led to everything being rushed to meet the deadline (which we didn't XD) but i think seeing as this will be the 1.0 version (IE Not beta) Things will be polished up a lot more then the last release. Share this post Link to post Share on other sites
_BARNS_ 0 Posted January 24, 2009 Is there a chance for the Not german ppl and players to get the vehicle and the rest with swastikas? Share this post Link to post Share on other sites
Enigma85 2 Posted January 24, 2009 i don't see the big deal with it myself. but to save the confusion of having 2 files out there swastikas won't be included. Germans can't legally download anything with swastikas in as it's against the law. we took these out so that a worldwide friendly version is available to everyone. Share this post Link to post Share on other sites
Aqu 0 Posted January 24, 2009 I remember that Il-2:FB had swastikas, but they were turned off. There was no knob or switch anywhere in the UI to turn them on. I think you had to do some change (or addition) to some file to turn them on. So maybe it is legal as long as it is not the normal setup and you have to see trouble to get them on. This is not so big trouble as the normal national sign was the balkenkreutz and only planes had a small swastika on the rudder. For Finns it is more annoying as we had blue swastikas on the hull and the wings. And top of that it was used on tanks too (although the shape was bit different). And the normal information flash at the end...the Finnish swastika had nothing to do with nazis and it was used from 1918. Share this post Link to post Share on other sites
beton 2 Posted January 24, 2009 Well... if anybody is interested in betatesting... I think finishing my Omahabeach-map will take still some weeks. I have to try and make some suitable objects and place millions of trees and stuff. So this map ist still Betabeta and when its finished it will go into this mod too. You may see yourself how far i have come by now. And of course... the main reason for this Betarelease is your hopefully incoming suggestions which i would like to hear. Maybe its better to change things now than putting work in useless things. As i stated before i am a beginner and a scripting noob. My question now is, can i post the link in this thread or shall i open up another thread? Thanks in advance... Share this post Link to post Share on other sites
ArmaVidz 0 Posted January 25, 2009 Personally, I would really like to see Porto's long, flowing grass on the bluffs just above the beaches. Mixed in with the long "north sahrani'ish" long yellow flowers mixed in with grass. I've seen from screenshots you already have that. Some variance in terrain, like pseudo impact holes in the plateau above after the bluffs, would be wicked. Share this post Link to post Share on other sites
bhaz 0 Posted January 25, 2009 Personally, I would really like to see Porto's long, flowing grass Would this cause a QG requirement? Share this post Link to post Share on other sites
ArmaVidz 0 Posted January 25, 2009 Personally, I would really like to see Porto's long, flowing grass Would this cause a QG requirement? I am pretty sure it would, yes. This is a personal preference of course, but I just think that grass would be the absolute perfect grass for the bluffs. edit ...or the grass in Opteryx's Afghan Village. Another option to consider Rip, is to use Proper Plants? Just a thought, I haven't tried them...might help with a further performance increase. Share this post Link to post Share on other sites
beton 2 Posted January 25, 2009 Ehm... i didn´t want to confuse you and mix anything up. The screenshot i postet above is from a different map which is only featuring the omahabeach area. I wanted to know if it was desired to release a betaversion so you could test it and make your sugestions for the future releases. I have been working on it for several weeks now and meanwhile getting a little lost in trying to build objects i need to make it look good. As this map might be part of this modpack when its finished i thought it would be ok to post in this thread... http://i386.photobucket.com/albums....MG] Share this post Link to post Share on other sites
ArmaVidz 0 Posted January 25, 2009 Ehm...i didn´t want to confuse you and mix anything up. The screenshot i postet above is from a different map which is only featuring the omahabeach area. I wanted to know if it was desired to release a betaversion so you could test it and make your sugestions for the future releases. I have been working on it for several weeks now and meanwhile getting a little lost in trying to build objects i need to make it look good. As this map might be part of this modpack when its finished i thought it would be ok to post in this thread... http://i386.photobucket.com/albums....MG] If it makes a difference to beta test the map, before making suggestions then yes, it would be preferable to try; if only to validate my suggestion to add Porto or Afghan Village grass. Share this post Link to post Share on other sites
rip31st 98 Posted January 25, 2009 I looked at Opty's wheat. Â I made my own. Â I suppose I can do some tall wavey grass for the bluffs here and there. -There is no QG requirement. pic looks good beton! Share this post Link to post Share on other sites
rip31st 98 Posted January 25, 2009 Made some soft wavy grass Share this post Link to post Share on other sites
rip31st 98 Posted January 25, 2009 Quick little video update showing some terrain/weapon sounds Share this post Link to post Share on other sites