kage74 10 Posted March 4, 2011 Looks kewl, can't hardly wait to see it finally released. :D Share this post Link to post Share on other sites
nkenny 1057 Posted March 6, 2011 I haven't had time to check this across the entire island-- but it would appear that 7.62x51mm's cannot penetrate tree foliage on the northern island. (they should cut through anything but the thickest tree) I am however using VILAS weapon mod which may disrupt things. -k Share this post Link to post Share on other sites
.kju 3245 Posted March 6, 2011 Yep a couple of objects have issues (some bushes, trees and houses) - hopefully these will be fixed in the next release. In any case Namalsk has great feel and unique atmosphere - the campaign seems to go along the same quality. :) Share this post Link to post Share on other sites
Sumrak 6 Posted March 7, 2011 Trees should be same as bis's trees, but, it is possible, that bis updated trees since i did retex on them, i will check p3d's and do retex again :) (i think, they changed trees in some patch in last year) Anyway, if you know about some object glitches etc., you can do report and i can take a look, if it was already fixed in data files or not ;) Here is current RC changelog for Namalsk v1.11 *Added: New ambient sound in "houses" locations *Added: Color schema modules have now global variables of its effects, it can be turned off/on manually (check modules section on http://www.nightstalkers.cz) *Added: New type of the grass *Added: Proper support of the OA thermal imaging system *Changed: According to Namalsk crisis story, wind powerplants on the northen part were destroyed by NAC *Changed: Names of the color modules *Fixed: Issue with double playing background ambient sound *Fixed: Minor changes has been made to the clutter(grass) for better fighting *Fixed: Minor changes in AII laboratory module *Fixed: Some fixes in models of objects *Fixed: Positions of some objects *Fixed: Skybox texture definitions *Fixed: AII module will now work properly only on Namalsk *Fixed: Various issues with AII module in MP *Fixed: Not properly working destrType="DestructNo"; on some objects (some parts of the railroad) Share this post Link to post Share on other sites
.kju 3245 Posted March 7, 2011 A mail from last year - are those part of the fixes? --- Would you mind fixing these two models bugs please. 1) Strange white texture/alpha problem with the small fir trees: http://www.picfront.org/d/7ExQ http://www.picfront.org/d/7ExP http://www.picfront.org/d/7ExO 2) One of the large fir trees has problems with the fire LOD. It blocks all bullets and therefore people inside or behind the tree cannot be killed. http://www.picfront.org/d/7ExN Share this post Link to post Share on other sites
Sumrak 6 Posted March 7, 2011 A mail from last year - are those part of the fixes?--- Would you mind fixing these two models bugs please. 1) Strange white texture/alpha problem with the small fir trees: http://www.picfront.org/d/7ExQ http://www.picfront.org/d/7ExP http://www.picfront.org/d/7ExO 2) One of the large fir trees has problems with the fire LOD. It blocks all bullets and therefore people inside or behind the tree cannot be killed. http://www.picfront.org/d/7ExN Yup, all fixes, that i have got from reports are fixed. (and i think, most of them are in 1.10 already) Just tested small fir trees, no alpha texture problems. (but if i can remember correcty, that one was fixed also in 1.10) I can't do much about fir trees, but as i said, i will do retex again, we will see, if bis fixed it :) Thanks, Sumrak Share this post Link to post Share on other sites
.kju 3245 Posted March 7, 2011 (edited) Awesome :) Edit: Yup works in 1.10 - thank you so much! Edited March 7, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
Sumrak 6 Posted March 10, 2011 So, i have tried to do retex of fir tree again, but, still same result, and i also tested these trees on Chernarus, it is same, you have probably noticed it, because i'm using them much more on Namalsk than bis on Chernarus for example. Share this post Link to post Share on other sites
nkenny 1057 Posted March 14, 2011 So, i have tried to do retex of fir tree again, but, still same result, and i also tested these trees on Chernarus, it is same, you have probably noticed it, because i'm using them much more on Namalsk than bis on Chernarus for example. So.... trees will remain bulletproof? -k Share this post Link to post Share on other sites
Sumrak 6 Posted May 4, 2011 (edited) Tamika is preparing for her journey on Namalsk, http://www.nightstalkers.cz :) Only few days remaining.. Here is the pre-release changelog of Namalsk v1.11, which will come with Namalsk Crisis campaign and other very interesting stuff really soon! › Namalsk island [v1.11] *Added: New in-game-menu scenes - you are going to love these scenes! :) *Added: New ambient sound in "houses" locations (check Vorkuta at night :p) *Added: Color schema modules have now global variables of its effects, it can be turned off/on manually (check modules section) *Added: New type of the grass *Added: Proper support of the OA thermal imaging system *Changed: According to Namalsk Crisis story, wind powerplants on the northen part were destroyed by NAC *Changed: Names of the color modules *Fixed: Issue with double playing background ambient sound *Fixed: Minor changes has been made to the clutter(generated grass) for better fighting *Fixed: Minor changes in AII laboratory module *Fixed: Positions of some objects *Fixed: Skybox texture definitions *Fixed: AII module will now work properly only on Namalsk *Fixed: Various issues with AII module in MP *Fixed: Not properly working destrType="DestructNo"; on some objects (some parts of the railroad) *Fixed: Fire Geometry Lod for medium and small fir trees (no longer so bullet proof) *Fixed: Several issues with alpha channel on textures (white artefacts,..) *Fixed: Color of some tree textures *Fixed: Railroad is now visible on the map *Fixed: Minor changes in few models and their lods (geometry, roadway,..) (Note: Changelog could be changed before release) Edited May 4, 2011 by Sumrak Share this post Link to post Share on other sites
.kju 3245 Posted May 4, 2011 Sounds great. :bounce3: Especially the atmospheric tools you do are awesome and the terrain fixes are much appreciated as well. :) Share this post Link to post Share on other sites
katipo66 94 Posted May 4, 2011 I'm excited about this, one of the best islands around! :D Share this post Link to post Share on other sites
KR303 10 Posted May 4, 2011 Awesome this like!!! Can't wait! :cool: Share this post Link to post Share on other sites
SigintArmA 10 Posted May 4, 2011 I can not wait. This is gonna be great! :D Share this post Link to post Share on other sites
CameronMcDonald 146 Posted May 5, 2011 Looking forward to the next release of this mad island. :) Share this post Link to post Share on other sites
nkenny 1057 Posted May 5, 2011 Excellent. :) Within my gaming community we've been playing something of a campaign on Namalsk. We're about to start our third mission this month. The updates look VERY welcome and will certainly make a flavourful island only better! -k Share this post Link to post Share on other sites
Prodavec 10 Posted May 6, 2011 (edited) Sumrak I love your Island. It's very atmospheric. Did you fix problems with ambient sounds on other islands if Namalsk was turned on? I'm modifiying your Poterya Pulsa (Pulse Loss or Losing Pulse in english), added saving system, respawn, JIP support, dynamic weather, a bit more staff were added etc). For me it is like visit card of Namalsk Island. :) ppc, s zemlyakami obschayus na inglishe)) Edited May 6, 2011 by Prodavec Share this post Link to post Share on other sites
Sumrak 6 Posted May 6, 2011 Thanks all :) Prodavec: Yes, it has been fixed almost immediately after release :) There are links in this topic for hotfix alone (http://www.armaholic.com/page.php?id=10598) but also for re-uploaded version with hotfix ;) (check first post) And here is one really important quote from the official website! Extra message now! Namalsk Crisis campaign, Nightstalkers Shadow of Namalsk modification and Namalsk v1.11, coming up in one package 10.05.2011! Share this post Link to post Share on other sites
wiggum2 31 Posted May 6, 2011 The greatest news ever... :D Share this post Link to post Share on other sites
Ish 11 Posted May 9, 2011 (edited) I'm getting massive graphical bugs where anything underground is 90% of the time 97% transparent :( Comp in sig, latest A2 patch as of post date. Running ACE2. edit/ Looking directly onto the floor does not produce this. Not sure if it's me or the island? My specs can be found my sig.. Latest AMD drivers as of post date. edit2/ Some screenshots if it helps :) http://dl.dropbox.com/u/17840900/arma2oa%202011-05-09%2012-44-30-81.png http://dl.dropbox.com/u/17840900/arma2oa%202011-05-09%2012-45-06-41.png http://dl.dropbox.com/u/17840900/arma2oa%202011-05-09%2012-44-48-22.png Edited May 9, 2011 by Ish Share this post Link to post Share on other sites
Sumrak 6 Posted May 9, 2011 I'm getting massive graphical bugs where anything underground is 90% of the time 97% transparent :( Comp in sig, latest A2 patch as of post date. Running ACE2.edit/ Looking directly onto the floor does not produce this. Not sure if it's me or the island? My specs can be found my sig.. Latest AMD drivers as of post date. edit2/ Some screenshots if it helps :) http://dl.dropbox.com/u/17840900/arma2oa%202011-05-09%2012-44-30-81.png http://dl.dropbox.com/u/17840900/arma2oa%202011-05-09%2012-45-06-41.png http://dl.dropbox.com/u/17840900/arma2oa%202011-05-09%2012-44-48-22.png Thanks for report, It's because of really basic material I'm using there (on 90%), I have no idea why it is doing this :( I know about it, I already tried to fix it somehow, but, I was not successfull :/ And I don't want to remove this material completely, because it is doing its job well, underground is because of it much darker. For now, solution is turning AA off (it seems, that this issue appearing since atoc update), I have to say, that I don't have this issue even with AA turned on (on my old 8600M GT). Anyone else having problems with underground with AA turned on? Share this post Link to post Share on other sites
ganst949 10 Posted April 21, 2012 Great addon! I do however have problems with hand placed mutants on this map as they won't chase you. They simply stand still with the occasional walking animation while still in place. Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 24, 2012 (edited) Hi Sumrak - we've been playing Namalsk Crisis and loving it - you have made an incredibly atmospheric island and mission. We have run into a couple of bugs though that I wanted to mention: 1. On respawns or reloads the player who isn't hosting and is playing Peter (i.e. not Tamilka) get played the full intro piece for the level again no matter where you are, and with no way to skip it we are often killed in the 30 seconds or so that the intro is playing. Also for some reason on mission 6 when we respawned Peter and Tamilka appeared 5m in the air and were instantly injured. Also because you respawn exactly where you died you tend to die again immediately (especially as the intro is playing and you are unable to move). This makes it almost impossible to play with more than one player :( 2. (This might be intentional) At the beginning of each mission we lose the custom equipment we have recovered and are reset back to starting equipment, though injuries are persistent. Other than that, we are loving the missions! Edited June 24, 2012 by slerbal added in correct character names for clarification Share this post Link to post Share on other sites
cuel 25 Posted July 8, 2012 Could you add a fix so that Namalsk ambient sounds are only played on namalsk? Pretty annoying to hear all those windy noises when playing on another island. e.g if (toLower(worldName) == "namalsk") then { //play ambient sounds }; Share this post Link to post Share on other sites