froggyluv 2130 Posted September 22, 2009 Is there anyone with this kind of problem ?http://i35.tinypic.com/2ztbtrp.jpg It looks like building shadows..or I dont know, but its very annoying, hope it will be fixed in the next version, if the problem is not on my side. Happens on just about every user Island so far. Try turning your shadows to High/Very High. Share this post Link to post Share on other sites
bushlurker 45 Posted September 22, 2009 @Pauliesss I've seen that effect a few times too - it isn't at your end... seen it on Sahrani/Rhamadi with CAA1 too... Sort of like a "displaced" or "inverted" building shadow.... Only on certain buildings..... I THINK it's something to do with certain Arma 1 buildings in Arma 2, since it happens in CAA1 as well... B Share this post Link to post Share on other sites
Alex72 1 Posted September 22, 2009 Is there anyone with this kind of problem ?http://i35.tinypic.com/2ztbtrp.jpg Yep ive seen it once. From the river it looked like either my boat produced them or some house maybe. Been testing this map out some more and its fucking brilliant (excuse language). :) So many places that look very different gives a lot of variation. Coupled with EMERYS buggys and some Zodiacs laying around the river sides here and there its just fun to get around on it. Great work. Share this post Link to post Share on other sites
GI-JoE 0 Posted September 23, 2009 Truely great island Icebreakr, i'm really enjoying it. As i did in ArmA 1 :) I have a little issue though : when lauching it with CAA1 and CBA i have this message : Addon 'caa1_c_enablePorto' requires addon 'caa1_p_roads' Does anyone have this warning message too ? If it's a known problem then i apologize, but i haven't found reports/info about this yet. Share this post Link to post Share on other sites
.kju 3239 Posted September 23, 2009 Well this means Icebreakr made also an pbo with prefix ca\roads. So it conflicts with the CAA1 one. Share this post Link to post Share on other sites
andersson 285 Posted September 23, 2009 Yes, a few of the files in the DL had no tags.. Share this post Link to post Share on other sites
.kju 3239 Posted September 23, 2009 What do you mean by tags andersson? PBO-filenames do no matter at all, when prefix is used. Share this post Link to post Share on other sites
andersson 285 Posted September 23, 2009 (edited) I just pointed out that there are missing tags on some pbo's in the island pack, so one could guess there are probably tags (prefixes) missing inside to. As you know they should be used on both places. Right now his roads.pbo could overwrite another creators "roads.pbo". I know that you use tag caa1_, as it supposed to be, so that is not the problem now. But the problem is, as you say, the same prefix. And one should use a registered tag as prefix per community standard. Edited September 23, 2009 by andersson spelling Share this post Link to post Share on other sites
.kju 3239 Posted September 23, 2009 Well we both use the ca\prefix for good reasons. Hopefully Icebreakr will repath them with moveObject as caa1 is supposed to make worlds not needed to be edited. Share this post Link to post Share on other sites
GI-JoE 0 Posted September 23, 2009 Thanks for the answers guys ;) Share this post Link to post Share on other sites
PeterEyres 0 Posted September 23, 2009 (edited) probably the best custom made WRP I've ever played across the Arma Series. A few dodgy textures here and there that you probably already know about. Cant' wait for a well design PVP CTI/Warfare. The rivers/terrain/bridges and enterable buildings will really give it a new dimension. Plus the map is particularly awesome for CAS. Edited September 23, 2009 by PeterEyres Share this post Link to post Share on other sites
vasmkd 12 Posted September 23, 2009 Noticed when u shoot into small dams the impact effect is different from river or sea. U can hardly see anything but cloud vapor. U probably know about it already anyway but i'm really enjoying the map Hvala lepa Share this post Link to post Share on other sites
Gutm@sher 10 Posted September 25, 2009 very neat island, thanks! could see this being a great platform for infantry / air transport/amphib intensive warfare missions with remote firebases in the highlands. armour may rule the valleys, but the mountains belong to the rifleman! i have noticed that ai heavy armour has issues getting around and may not be a good idea here. anyone happen to be working on a warfare for this? Share this post Link to post Share on other sites
Aelin 10 Posted September 25, 2009 is the island compatible with other addons? Share this post Link to post Share on other sites
mr_centipede 31 Posted September 25, 2009 The central mountains can be a great practice for Takistan... if only we have TrueRange AI from ARMA1, it would be awesome. Even so, as it is... its really great playing with SOM, really adds value to ARMA series. Good job everyone. Panthera: Tour of Duty :D Share this post Link to post Share on other sites
twisted 127 Posted September 25, 2009 man this island has become my default. it is so good. 2 comments. the grass seems overly green - is that an custom texture? my AI have a hard time crossing the river and bridges. Anyone else have that problem? amazing stuff. Share this post Link to post Share on other sites
Gutm@sher 10 Posted September 25, 2009 tried crossing bridges with ai drivers and it wasnt a problem. plus they have pretty good road pathfinding. havent tried it with soldiers on foot yet, but if its anything like arma1, they have to AT LEAST be in a column formation or it'll be a disaster. Share this post Link to post Share on other sites
skooma 10 Posted September 26, 2009 Hey, thanks for naming the desert town after me lol. Share this post Link to post Share on other sites
Alex72 1 Posted September 26, 2009 is the island compatible with other addons? If you mean addons like units, vehicles, effects, soundmods, graphic tweaks etc etc etc - then Yes. Share this post Link to post Share on other sites
Aelin 10 Posted September 26, 2009 If you mean addons like units, vehicles, effects, soundmods, graphic tweaks etc etc etc - then Yes. thx for answer.which addons do you suggest to play with in this island? Share this post Link to post Share on other sites
dale0404 5 Posted September 27, 2009 Mirror at SWDepot: Island Panthera Share this post Link to post Share on other sites
icebreakr 3100 Posted September 27, 2009 Well, I'm back from Tuscany (with couple of new map ideas heh) :) Nixo91: No, it should not interfere with any other mods, except CAA1 when using roads.pbo (you can use CAA1 instead, its the same!), I'll make use of A2 roads in upcoming v2.1 so old roads.pbo won't be needed anymore. Kju: I use A1 roads (included), but will replace them with A2 Orton: keys are planned for v2.1 Skooma: hey no prob, just cut back on the skooma a bit, m'kay? ;) dale0404 & just about anyone posting so far: thanks, it means a lot to me! Upcoming v2.1 features: - add server keys - default use of roads2 and getting rid of old roads - bumpmapping issue with pebble texture - landing points ILS (need help with that, how to read coordinates and make config for all 4 big airports!) - replace some trees with green ones - sat texture fix to make it less "smeared" in couple of places - removed palm tree from desert road - fixed missing paa error window (hand_okna_ca.paa) I'll let you know when its done. Share this post Link to post Share on other sites
pauliesss 2 Posted September 27, 2009 And what about removing some trees for better FPS ? Share this post Link to post Share on other sites
icebreakr 3100 Posted September 27, 2009 Pauliesss: send me PM with location info where would you send woodcutters in and I'll see if I can convince Pantheran authorities to cut down 2 or 3000 trees =) Share this post Link to post Share on other sites
mr_centipede 31 Posted September 28, 2009 personally I like the dense forest... and I mean really-really like it. would be sad to lose some of the density Share this post Link to post Share on other sites