eggbeast 3673 Posted May 16, 2010 in case it helps, i've not seen this in evolution with the aferenian/ molatian units Share this post Link to post Share on other sites
icebreakr 3157 Posted May 16, 2010 We play for past couple of months on our dedicated and everything is fine. It seems your server is running an old version (with old heightmap). Share this post Link to post Share on other sites
eggbeast 3673 Posted May 16, 2010 ah ist that it? interesting Share this post Link to post Share on other sites
galzohar 31 Posted May 16, 2010 I already said it was probably a version mismatch, I was just wondering if there was any easy way to figure out where the mismatch is. Though after some testing it seems like it's on the server, will have the admin try to re-upload it and see if that fixes things. In any case, it would be nice if players running a non-matching version would get some kind of a message (such as the one you get when you don't have the correct version of ACE). Share this post Link to post Share on other sites
icebreakr 3157 Posted May 17, 2010 Kju offered a solution for that. I should make a new key (not IBR but something else) for each new version of island. This signed files crap is annoying, it doesn't check filesize checksum or something like that... Share this post Link to post Share on other sites
Mac_Spliff=ISK= 10 Posted May 17, 2010 (edited) Hello Folks, There are stil problems at the Only bridge on the Duala Island... Units dont cross it like they should do,instead they cross thru the water, loosing them guns and vehicles get stucked because they cant find a path for crossing the bridge, they screw around the bridge with no crossing at all, i know it's an old one, but when u play as Commander It suck's big time, could there be something done about that bridge..?, maybe also possible to get a Bridge building feature...???? there are other passage's to cross, but there are no bridge, i can cross it with vehicles and on foot.. But the AI Wont go over it, and if they do, they loose weapons.... When will this be fixed...?, Engineers should be able to have a feature to build bridges. We can destroy them again if needed to stop the advances of the hostile units... maybe an idea, but still the only Bridge on the map is big crapp engineering Art.. Not good... Mac out.. Edited May 17, 2010 by Mac_Spliff=ISK= some spelling typos Share this post Link to post Share on other sites
icebreakr 3157 Posted May 17, 2010 There are two bridges: - central - one east of the Ursana I can replace the bridge with the "dam" but missing that use boat river transport would then get demolished. What do you recommend? Share this post Link to post Share on other sites
dimitri_harkov 10 Posted May 17, 2010 I'd recommend a dam. It's a real pitty, but as it is, the current (central) bridge kills any warfare games that involve the southern part of the island because the AI can't cross it. D. Share this post Link to post Share on other sites
sickboy 13 Posted May 17, 2010 Kju offered a solution for that. I should make a new key (not IBR but something else) for each new version of island. This signed files crap is annoying, it doesn't check filesize checksum or something like that... bisign files certainly are incorrect and rejected when even the slightest change occurs to the pbo file, however, resigning the new pbo with an existing key, will allow each version of the pbo, signed with the same key, to be loaded. Creating a new bikey will allow server admins to stop allowing the previous key, and for instance only accept your newest key. This will make sure older versions of the island can not be joined with, and users are forced to update before they can join the server. Share this post Link to post Share on other sites
icebreakr 3157 Posted May 17, 2010 Sickboy: I'll update all three islands soon with new Ibr2 key. Thanks. I'll re-do the central and eastern bridge areas to feature dams instead. Share this post Link to post Share on other sites
Mac_Spliff=ISK= 10 Posted May 17, 2010 (edited) Thanks Bud, For the rest, no problems, fookin nice map ,hooked...just miss some animals :D And i go For Ranger Work, got to keep those elefant's and Rhino's safe dont we..? Would a Halo Jump feature be something...? Good for launching the scout's out there :) Or maybe? A Bridge Building Tank from the engineering guy's ? I know the last active Bridge Building tank was a Leopard 1A4 or something like that yeah At least, in the dutch army in my time, and the first i saw was the Centurion tank with a huge bridge rig on it LOL jesus u could see it mile away when busy getting the bridge done, that was not the case for the Leopard version...telescopic style oh yeah, a question, at the crossing with no bridges, there are boards telling deep water while high tides lol,,,,is that actualy working...? i mean, overday it should be low tide! >? then u could be able to cross it with no problems, only when at nite the moon come's up and nature doe's his job with some higher tide then u could not be able to cross it lol.. ? The game time will activate the feature, like in real life... dunno wot time how low and high is realy working at the moment, but it's a question to check it on the net Then, u need a new strategy hehehehe??? with fast time enabled :) u get real problems from Mama earth :) can cross, cannot cross, can cross , cannot cross hehehehehe ??? High tide, low tide, high low, u get the picture...? Just some idea's, but i will be glad when the bridge problem is solved... For the rest, maybe some ideas for the future :) Catch u later's Edited May 17, 2010 by Mac_Spliff=ISK= Share this post Link to post Share on other sites
galzohar 31 Posted May 17, 2010 Though this only works if server verifies signatures - If server does not verify signatures there is no way for people to know they have the wrong version. A message like the one you get in ACE would probably solve that, though I don't know how hard that is to implement. Share this post Link to post Share on other sites
cross 1 Posted May 17, 2010 I'd suggest you issue new privatekeys for each island and version like.. ibr_duala_15 ibr_jade_09b ibr_panthera_261 so that when you update one island, you'll need to resign that island only. For example when you update duala to 1.6, you issue a new signature ibr_duala_16 and sign it with it so that server admins will remove the ibr_duala_15.bikey and add ibr_duala_16.bikey. Share this post Link to post Share on other sites
galzohar 31 Posted May 21, 2010 I've noticed that many enterable buildings (at least in Kinsella) are not enterable by AI. That is, the AI cannot find a valid path from outside the building to inside building positions. As far as I've noticed with this issue in the past this has something to do with relation of building entrance to the ground. It would be very nice and much appreciated if this was fixed. Share this post Link to post Share on other sites
enad 11 Posted May 21, 2010 @galzohar. That's really more of a core ArmA 2 problem than a problem with this island. AI just aren't meant to go into most of the buildings, plus alot of the buildings on Duala are from A1, so they probably don't have proper paths for AI. Anyways, Ice...Any update on getting the old grass back on Duala. This Arma 1 grass is killin me. :( Share this post Link to post Share on other sites
AnimalMother92 10 Posted May 21, 2010 Anyways, Ice...Any update on getting the old grass back on Duala. This Arma 1 grass is killin me. :( +1, same here. Rolling along with 40+ fps then..grass -> 10 fps :( Share this post Link to post Share on other sites
galzohar 31 Posted May 21, 2010 If it is a problem with the buildings, then why for the same building in different places I get different results? For example they can go on the roof of the white buildings in the base west of Kinsella just fine, but many of those buildings are impossible for them in Kinsella itself (and some in Kinsella do have this problem too). Again all the exact same buidling, so it is definitely not a building-specific issue and has more to do with something about how the building is placed on the terrain. When placing some A2 buildings with MAP_EU I've noticed if the terrain isn't 100% leveled, often the building's entrance won't be reachable for AI, while slightly tilting the building in the right way or placing it on leveled ground solves the issue. Maybe try to level the ground under and ~1-2 meters around the buildings? It probably won't hurt the feel of the island as the terrain there is already almost leveled and the buildings seem like they were planned to be placed on leveled terrain anyway (as far as I've noticed, on stock Arma/Arma 2 islands all buildings are placed on leveled terrain). Share this post Link to post Share on other sites
VanhA-ICON 11 Posted May 27, 2010 Oh dear... I'm just making my first Duala mission and in Kinsella... Should I postpone til new version comes out? Share this post Link to post Share on other sites
galzohar 31 Posted May 27, 2010 Depends... Do you use any script that tells AI to walk into those buildings? And even if you do, is that script critical to your mission? And does Icebreaker intend to fix those issues for the next version? If you're just placing AI with waypoints/triggers you will not notice any issues (as AI won't even try to go in the bugged buildings anyway). If you just use UPS/UPSMON for patrols then issues will be minimal. The only real issue is if you try move AI into the buildings with UPSMON's "fortify" parameter or use another script that tells the AI to move into building positions. I highly doubt the issue is unique to Kinsella, I would specifically test any building in a town where you would want AI to move into them by placing an AI unit next to the building and in its init line type this doMove ((nearestBuilding this) buildingPos 0); and see if he gets in or just stays outside next to the building. Share this post Link to post Share on other sites
enad 11 Posted May 27, 2010 +1, same here. Rolling along with 40+ fps then..grass -> 10 fps :( Even worse 60 FPS flat...then grass comes along....Boop...15 FPS. I also think the old grass looked better on Duala anyways. P.S. Can we pleeease have some pics of your new island? It looks sexy. If you need anymore testers or would like a bunch of high res screenshots taken of it, PM me. I'd be happy to try it out. :D Share this post Link to post Share on other sites
icebreakr 3157 Posted June 2, 2010 I'll release an update soon (with optimized clutter, T-55 fix, maybe couple of terrain changes, but nothing too big). Share this post Link to post Share on other sites
galzohar 31 Posted June 2, 2010 Will the bugged buildings be fixed so that AI can walk into them? That would be very much appreciated. Share this post Link to post Share on other sites
icebreakr 3157 Posted June 2, 2010 Can you supply the names of the buildings (class) or at least a screenshot? I'll also remove that central and eastern bridges and replace them with "dams" - just for the sake of AI. Share this post Link to post Share on other sites
enad 11 Posted June 2, 2010 Thanks! :) Can't wait to have the 'Old' grass back.. Share this post Link to post Share on other sites
galzohar 31 Posted June 2, 2010 Practically all buidlings that are not placed on flat ground. It's not a specific building class that is bugged, it is how they are placed on the terrain. I've had the same issue myself when placing buildings with MAP_EU in the editor on non-flat terrain. For example, many of the buildings at the northern part of Kinsella have this issue, and most of the ones with the issue are clearly on non-flat ground, and the ones that have no issues are clearly on flat ground. To detect whether a building is bugged or not is very simple: Place a soldier in the editor next to the building and in its init line type this doMove ((nearestBuilding this) buildingPos 0); Share this post Link to post Share on other sites