Lonestar 11 Posted April 6, 2011 (edited) Lingor update is coming soon.I'll release: - Lingor 1.2 (all objects and units included) - Lingor 1.2 Lite (only island and needed objects + civilians) Features: http://dev-heaven.net/projects/lingor/issues Does it mean the following addons will be included in the full version? Berghoff's African Foliage v1.23 Mondkalb's MBG Buildings 2 v1.0 (only mbg_buildings_2.pbo and mbg_buildings_2.pbo.MBG_B2.bisign) Ibr Plants v1.0 Edited April 6, 2011 by Lonestar Share this post Link to post Share on other sites
Lupin! 10 Posted April 7, 2011 Hey, I’ve been playing on Lingor for some time now and have noticed a few bugs. I hope these haven’t been reported yet. There are some trees growing inside houses east of Corazon. http://i.imgur.com/JSHUA.png ARL units will appear as western units on the map (blue icons) if you do not have full information about them. ARL units don’t have radios but I am not sure if this is intentional. The ARL Saboteur is armed with a silenced micro Uzi and a silenced Makarov. However, if you switch to the Makarov the weapon model won’t change. Venator PMC units lack radios. The Venator Escortman (SA58V) has 3 M203 HE rounds but his weapon has no grenade launcher. The Venator Machine Gunner (M60A4) has a Glock 17 pistol but no magazines for it. When you switch to your pistol as either of the cyborgs the pistol is visible in first person but not in 3rd. This also applies to non-player controlled cyborgs. I still accept requests from mission makers to:- maybe add something - change a place that you don't like - renew a place that feels a bit strange Maybe add some larger enterable buildings at the research lab. I think the coast to the South West of the island looks a bit strange. If you are thinking of adding some new weapons I would suggest talking to RobertHammer and asking if you can incorporate some weapons from his packs. Namely: Uzi, Mac10, M14, M21 and P90 (for Venator units). I have edited someone’s (forgot who, sorry) Lingor Insurgency mission too. You play as GAL soldiers against ARL rebels who also have ChDKZ vehicles. At your HQ you have Bicycles, M240 & Mk19 armed HMMWVs and a UH1Y. You should have a MiG-21 for CAS (the text will say A10) but I haven’t tested this. There are more weapons to choose from and optional ambient modules. I’ve added a loading screen which increases the mission size but I liked it so I kept it in. http://www.multiupload.com/IS1T7BG4VN However, it has four major bugs: Despite the fact that the HQ can be mobilised and re-deployed it will not shift the spawn point or the respawning vehicles. I suggest that you do not move the HQ and if you start at a bad spot then just restart the mission. When joining Opfor the game will probably freeze. Although, they are playable, don’t join them. No idea how to fix this. There are no hostile sectors on the North Eastern island. Sometimes players get a negative score for killing enemies. Also, I suspect this is related, if enemy armoured vehicles are spawned they might not attack Blufor forces. Hopefully somebody can correct these bugs. I am looking forward to your update. Bridges will be great! Share this post Link to post Share on other sites
dale0404 5 Posted April 7, 2011 Isn't the Insurgency related bugs err related to the mission and not the Island? Share this post Link to post Share on other sites
tpw 2315 Posted April 7, 2011 The main issue I'd like to see resolved is the ability to have Lingor play nicely with other islands without affecting sea colour. eg If I start with lingor and mana fiji, then lingor will have bright blue tropical water. If I start with lingor and podagorsk, podagorsk gets the muddy brown water of lingor. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 8, 2011 My only request is to expand the swamp area. Massively. I'm talking mega-mangroves. There was an OFP island, whose names I now cannot remember, but the entire south east side was this awesome mangroved area... it also had traintracks in it... Share this post Link to post Share on other sites
Spartan 163 0 Posted April 8, 2011 My only request is to expand the swamp area. Massively. I'm talking mega-mangroves.There was an OFP island, whose names I now cannot remember, but the entire south east side was this awesome mangroved area... it also had traintracks in it... That was Tonal island. Great map. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 9, 2011 Nah, it wasn't Tonal, this was a temperate-themed island, with a railway. Share this post Link to post Share on other sites
fusionofp 0 Posted April 10, 2011 If it's not too late for 1.2, i'd like to see some flat areas in towns for placing Warfare camps and bunkers. also, two very small islands far from anywhere else to place temporary respawns. :bounce3: Share this post Link to post Share on other sites
galzohar 31 Posted April 10, 2011 You could probably just spawn a platform in the middle of the ocean and use that, although it's slightly tricky. Share this post Link to post Share on other sites
Infam0us 10 Posted April 10, 2011 Finally figured out the Ancient Riddle on the Island, thank-you very much to Icebreakr for all the advice else I'd still be stuck on clue one ;) Great island mate :) Share this post Link to post Share on other sites
b00ce 160 Posted April 10, 2011 I don't speak Spanish, so I got lost after a while. Share this post Link to post Share on other sites
Andy Mcnab 10 Posted April 10, 2011 What size in the packed kind will be Lingor 1.2 Lite (only island and needed objects + civilians)? Share this post Link to post Share on other sites
supergruntsb78 67 Posted April 11, 2011 I don't speak Spanish, so I got lost after a while. same here :confused: Share this post Link to post Share on other sites
Infam0us 10 Posted April 11, 2011 I don't speak Spanish, so I got lost after a while. ??? Share this post Link to post Share on other sites
icebreakr 3157 Posted April 11, 2011 Spanish language is not my field of expertise too, use what Infam0us said ;) part of the riddle. Share this post Link to post Share on other sites
supergruntsb78 67 Posted April 12, 2011 you could have mentioned that before, like in a little riddle to use it :p Share this post Link to post Share on other sites
icebreakr 3157 Posted April 13, 2011 (edited) Its amazing how a mission maker can improvise in game editor to get across high river ;) tnx Noricum, that made my day ;) p.s. at certain times some rivers are unpassible. Take that into consideration when making missions. But I will fix that area in upcoming 1.2 Edited April 13, 2011 by IceBreakr Share this post Link to post Share on other sites
BasileyOne 10 Posted April 13, 2011 wow. looks cool :) Share this post Link to post Share on other sites
galzohar 31 Posted April 13, 2011 Now let's see AI go over it :D Share this post Link to post Share on other sites
BasileyOne 10 Posted April 14, 2011 Now let's see AI go over it :D you mean - built ambient NPC's [both humans and animals/birds]hard-coded into island ? or just island cutscene/animation improvement to more teas'in state ? :-P Share this post Link to post Share on other sites
icebreakr 3157 Posted April 16, 2011 New river/sea passages with AI test: vdjNSaZq8vM Share this post Link to post Share on other sites
supergruntsb78 67 Posted April 16, 2011 all i can say is :) (nice song btw :p ) Share this post Link to post Share on other sites
Lonestar 11 Posted April 18, 2011 We solved the riddle yesterday and we had a blast! The island is gorgeous, even more with AToC now. Thank you IceBreakr, you're an artist. :smile: Share this post Link to post Share on other sites
scw1996 10 Posted April 22, 2011 How do I get the Ambient combat module working in arma 2 using the Lingor map with its Lingor units? thanks in advance. Share this post Link to post Share on other sites
jedra 11 Posted April 22, 2011 New river/sea passages with AI test: Reminds me of getting a taxi in Jamaica actually! I would say that it is truly immersive! Share this post Link to post Share on other sites