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darkxess

Island Of Nicosia

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this island is becoming a realy good looking island i already like it and i like even more the ideas i hear from you for this map :)

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I'm back on mobile internet so haven't tried the latest version yet, but from what I read it's progressing nicely...

Bridges are often a swine - for no visible reason that you can see in Visitor, the AI will use one but not another, or use a bridge one way but not the other... sometimes moving it 10m to the left or something fixes it... theres invisible "pathways" built into roads - and bridges - that only the AI can see - they're "inclined" to use such pathways whenever possible, unless maybe they're in full combat or full flight mode... sometimes it seems like the pathways just aren't lined up quite right, or maybe overlapped sufficiently, or too much and just twitching things fixes it... they're a bitch - theres no guaranteed solution... notice other island makers abandoning dodgy bridges and substituting dams or fords when they just totally refuse to work? Since the AI have begun to believe swimming is a viable option it's got worse!... twich the dodgy ones a little and hope you luck out... if not - rethink... I've been forced to use "causeways" in one or two areas of my own project where the AI doggedly refused to use my bridges... since there actually are causeways in other areas where real causeways exist, the fake ones aren't too unbelievable...

Other stuff... I agree with the suggestions above about varying the tree cover on hills a little - from the previous version I remember the hills being heavily forested, and other areas... not...

Hopefully the trees have spread out over the flat bits a little here and there, and the hills varied a little - particularly the tallest hills, where the tree cover may well be a little different from lower areas... the ground cover might be too... these sort of natural variations add a lot to the believability of the world youre making - this isn't like other games where basically you're designing a finite closed arena... Its Worlds we make :D

one easy trick seen to great effect on Shezan's Spritz island is varying vegetation according to altitude above sea level... this is dead easy using Shezans World Tools... just make a mask file of your forested areas in say - bright pink... then make another mask - your island heightfield - shading from black (low) to white(high) - overlay the two and tone the heightfield to 50% transparency- you get a mask where the forested areas are in different shades of pink - depending on height... Feed that into World Tools and assign a suitably different subset of vegetation to each of the different shades of pink - simplify to just a few shades of pink maybe?... export the file and import it into Visitor = instant vegetation randomly placed at your specified densities in your specified places, varying in species and/or density as you specified according to height - with a few clicks...

Worth playing around with World Tools, and reading it's documentation... it does other stuff too - like powerlines and railways and anything else that goes end-to-end or fits together, or needs arranging in squares or lines like fences, harbour bits... you can do all the arranging in world tools and export the arrangement for import into Visitor...

I'm only just learning all the things World Tools can do myself, but I reckon I'll save any time I spend fooling around with it many times over when it comes to using it seriously...

Finally - good idea making a Domination version available... even the basic West AI version with a few suitably located sidemissions strategically placed in areas you want people to check out is a big boon to betatesters - its a popular and familiar mission that covers a lot of areas - great!

As you elaborate on certain areas - update the Dom targets accordingly with a new Dom version to match each Beta - that'll get people going there and spotting all the bits you missed :D

Warfare is slightly different from Domination... I believe it requires different markers for certain key areas which are defined in the island config in just the same way you define place names - without a visible name, of course... I haven't actually done and tested this myself, but several other user islands have working Warfare compatibility, so it might be well worth searching the forums and maybe asking other island makers about exactly whats required to implement Warfare compatibility...

B

Edited by Bushlurker

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Hey everyone, here is Domination2_ACE2_Wounds for my map Nicosia!

Its all been ported and working greaat! it does have one problem at the moment

and that is the side missions are not working! if someone could help me out to

fix that then please do let me know.

Link: Download Here!

Required: ACE2 / Nicosia

Version: v1

Known Problems: Side missions not working at the moment.

Picture/s:

domi2.jpg

How to: Extract the pbo file(s) to your .\ArmA2\MPMissions (installation) folder.

As always, suggestions on how to make this and my island better are more than welcome! please do post your bugs here in this thread!

Thank you! and Enjoy... :bounce3:

Edited by DarkXess

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just started some testing with warfare. Not very far yet but observed some interesting ai behavior at east bridge you might find useful. All squads will go to the water's edge and then double back to the bridge head to cross. some squads will then cross the bridge no problem while others will go back to the water and go for a swim across the channel. if squads are spaced out, infantry seem to cross o.k. but if its crowded=swim call. hope this helps!

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Theres actually TWO different problems with AI behaviour around bridges.... one is as I mentioned before... the "roadway lod's" need to be lined up properly or the AI simply don't recognise the bridge as a viable pathway... mostly when you see the AI drive up almost to a bridge then go to the left or right of it and stop - they've lost the pathway... occasionally they scan around, back up and find it again - other times they just sit there... this is the problem that can occasionally be fixed by tweaking the bridge and adjoining roadway sections a bit...

The other time is when it gets crowded, like Gutm@sher describes - thats actually down to the way the AI order themselves when they're "self controlled"... I wrote about this in another thread a while back, so to save typing I'll just quote it here...

Bridges can be problematic I guess...

I've found that the AI will cross OK most of the time - they seem to recognise the bridge's roadway LOD and once they get on it, off they go across... through experimenting I've found that the main problem is that they insist on a strict numerical order... if you give your whole team an order to go to a point on the other side, for example - what happens is that they charge off towards the bridge - number 2 "in command", then they mill about at the start of the bridge - approaching, then turning away again... until number 2 gets his turn to approach - he gets into the roadway groove and off he goes across...

This is followed by more milling around - approaching and shying away, until number 3 gets his turn - into the groove he goes and off he goes across - following 2... they'll do this for the whole group - and if you look closely as they cross a long bridge - you'll notice that, regardless of the formation they were at when they started out - they're now in column and ordered by number...

Problems occur with mixed vehicle/infantry groups, and also with infantry groups as described above when one of the guys crossing - say, number 4, gets held up for some reason - the guy in front slows down or is a vehicle or whatever (remember - numerical order - even in mixed groups!)... At this point, much like land vehicle convoys, the guys behind start to bunch up - they've got some kind of AI routine inside them telling them to keep a certain distance... they can't back up - they can't go forward so... they mill about... this can "knock them out of the roadway groove", and once they're out of the groove - they often can't find their way back on - they fall into a "step back and forth" loop or something...

Worse still is if number 4 actually falls OFF the bridge.... ALL the guys behind from 5 upwards are STILL FOLLOWING HIM... :D

It can all get very messy... though, most of the time, they're OK... it's the "hesitating while actually crossing the bridge" issue that seems to screw things up sometimes...

This is the AI's internal mindset struggling to cope - it's a Game Limitation, I guess, and can't really be fixed purely by bridge position tweaking...

B

Edited by Bushlurker

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Here is a fully working domi been updated! side missions are now working!

Version v1.1 Link here: co@40 Domination2 Wounds for Nicosia

And also im happy to announce the 2nd Domination map for my island, Domination Revive, Version v1 Link here: co@40 Domination2 Revive for Nicosia

Have fun! and update of the island is coming soon also...

Suggestions and bug updates would be great! ;)

Edited by DarkXess

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Nice. Looking forward to the update! I really like the way the buildings have seperation between them in the towns. Provides plenty of cover while not being too constricted.

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Some new info on my upcoming update and also some other things

including some pics.

Airports.jpg Forest.jpg Towns.jpg Bridges.jpg TopBase.jpg

Information: Now Nicosia has 2 Domination2 ACE Missions working on it! you can get them here: Domi_ACE_WOUNDS / Domi_ACE_REVIVE.

Also ive been told that there is also a Benny Edition Warfare Mission being made too!

Upcoming update: City's/Towns have been made more Urban like, walls, fences, lighting, objects, bushes, trees, you name it.

2nd Airport "Kosic Airport" has been made in the far north! now there are 2 Airports. (thought id make a 2nd for the east side)

More offroad tracks, paths. More forests and vegitation.

Amongst also some previous fixes, "east side bridge for ai" some minor road lineing etc...

As usual please do give me your suggestions and bug reports on the map!

Thank you!

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Additional airports are dead straightforward... I assume you read the runways tutorial and know how to get all the ILS coordinates you need for runway and taxiway...? If your primary airport is working OK then you did...

You just collect the same sets of coords for your additional airports, then add them into your config - directly below the main airport will do...

class SecondaryAirports
 {
  class NicosiaSecondaryAirstrip1
  {
   ilsPosition[] = {coords here};
   ilsDirection[] = {coords here};
   ilsTaxiIn[] = {coords here};
   ilsTaxiOff[] = {coords here};
   drawTaxiway = 1;
  };
  class NicosiaSecondaryAirstrip2
  {
   ilsPosition[] = {coords here};
   ilsDirection[] = {coords here};
   ilsTaxiIn[] = {coords here};
   ilsTaxiOff[] = {coords here};
   drawTaxiway = 1;
  };
 };
//etc, etc - as many as you have room for...

* make "draw taxiway = 0;" if its a dirt or grass runway...

B

Edited by Bushlurker

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Another ported Version of Domination2 for Nicosia. This time its a non ACE version!

just a small bit of info on the Nicosia update too, ill have it ready soon, and now its going to require "mikebart's" Rocks & Vegitation.

Its really made a big difference on the Island with this stuff! more updates coming are a new Airport in the north!

a lot more roads, loads of other vegetation around the island, plus loads more.

Keep posted on the update soon. :D

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Ok, here is another update!!! :)

Sorry for the delay, ive been so busy these days working on my new website, take a look if you wish: www.darkxess.com

Anyways, the update has the vegetation pack from Mike Barts Project! so you will need to have it, its included in the addon folder in the updated download.

Please do tell me about the performance, the mike bart pack is in beta just now and is making the fps a little low! please do give feedback on this, and also how you think about the pack being used, if its not worth it then ill remove it on the next update! but im quite happy with it, .. so [this version is pritty much a test with this pack]

The new airport in the north, more new roads, objects, and much more is included! alot of the towns/citys now have walls and more objects, its looking better! but still... very much beta and not finished.

Feedback is very much welcome!

Thanks guys!

Download Link: OutOfDate

Addon is now signed too!

Also Included is the MP missions of Domi2 and my Airbase Spawned Template :)

Edited by DarkXess

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Thanks Darkxess!

Your welcome! .. and sorry but here is a another Update! lol...

Its my bad! I made the island and didnt try out the latest update, with the pack from MikeBart,

them trees and clutter really really made the place lag! so ive took them out! back to a normal Nicosia ONLY with BIS objects etc...

Nothing else has changed, just removed the MikeBart pack! sorry about the troubles, and thanks again...

working now on more stuff to make it much better.

Reason for removing MikeBarts objects was simply because they are in beta! my bad,

I didnt really check them on my island, and they caused sooooooo much lag!

Nothing bad to his addon, just my bad for not checking! they are not in the right state just now to add to my project!

Download Link: OutOfDate

Edited by DarkXess

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Agree about the lag. I also like Mikebart's addons but the island may be just too big for them. Had a brief cruise around v4.2. Only noticed a couple of them with the new walls and they look nice. A couple of suggestions from a warfare mission prespective:

- I like the current seperation of town buildings. Too many walls, fences, etc close together can cause issues with town spawned defense squads such as tanks stuck on walls, etc.

- I also liked the previous forest densness. Allows for good infantry fights without always having undergrowth in your face all the time.

- noticed you added some forest areas in the plains regions of the map. Having a good mix, including plenty of open plains, adds variety to the battles and ensures there are enough suitable starting locations for a warfare mission. Not suggesting there isnt enough, just throwing in my 2 cents.

- with my current warfare test port for the island I have some capture points in the mountain regions. To me, this adds to the variety as these need to be captured by infantry and / or air assault. I request a few open spots on the mountains if possible so that fast travel will work correctly (if activated) and defenses can be built but no roads to them so they remain remote. Dont want tanks rolling up my infantry hideouts!

- suggest at least one more entrance / exit through the airfield walls. Ai get cranky sometimes.

Currently D/Ling v4.3 hope you find the above constructive and thanks for the effort!

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Could you please make some better looking ground textures? Like in Landtex. I feel the island would be perfect then.

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Agree about the lag. I also like Mikebart's addons but the island may be just too big for them. Had a brief cruise around v4.2. Only noticed a couple of them with the new walls and they look nice. A couple of suggestions from a warfare mission prespective:

- I like the current seperation of town buildings. Too many walls, fences, etc close together can cause issues with town spawned defense squads such as tanks stuck on walls, etc.

- I also liked the previous forest densness. Allows for good infantry fights without always having undergrowth in your face all the time.

- noticed you added some forest areas in the plains regions of the map. Having a good mix, including plenty of open plains, adds variety to the battles and ensures there are enough suitable starting locations for a warfare mission. Not suggesting there isnt enough, just throwing in my 2 cents.

- with my current warfare test port for the island I have some capture points in the mountain regions. To me, this adds to the variety as these need to be captured by infantry and / or air assault. I request a few open spots on the mountains if possible so that fast travel will work correctly (if activated) and defenses can be built but no roads to them so they remain remote. Dont want tanks rolling up my infantry hideouts!

- suggest at least one more entrance / exit through the airfield walls. Ai get cranky sometimes.

Currently D/Ling v4.3 hope you find the above constructive and thanks for the effort!

You have seen the open spot on Cherna? with the BIG tower on it? ... its like a small base up there etc, its how ill have some mountain tops looking eventualy! so no worries about that, and which airport are you on about? :) the old Nicosia Airport has 3 exits now, you not find the 2 new ones? lol. The new Airport in the north isnt exactly up to scale yet! ive also still got to sort out the AI path ways so... It will all come together soon mate, and with more suggestions etc it does help!

Send me a list of what you think could be added, changed, etc... would like more views from another perspective ;)

Could you please make some better looking ground textures? Like in Landtex. I feel the island would be perfect then.

Yes mate! being worked on, lol... im all new to this Island making and learning more by the day! .. any suggested types of textures your thinking about?

Thanks.

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Hmm well you could make some curves in the road. It feels pretty unnatural atm.

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Hmm well you could make some curves in the road. It feels pretty unnatural atm.

Have you downloaded the latest version? the first few beta's had mainly

high ways! now they are starting to go other ways and in to forest tracks etc...

If you took all the side roads etc from any country in the world!

you would see its made from a grid! then worked on from the artiry "as they

call it in engineer terms" the highways, side roads etc are all like a humans

vains heading to an artiry! without the main artiry you would die! just like a country, it wouldnt surrvive without the main artiry, lol...

My map has only just begun! expect it to get better,.. much better in the future! :bounce3:

Thank you

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Update is finally here.

Ive been busy these days with work, so its took longer than expected.

The update has alot of things been done, both Airports are now fully AI playable and runways are fixed to allow landing/taking off for AI. All the roads and paths

are now scripted to allow AI to use them etc...

The fields in the far south have been reworked! they have hedges now with fencing, more towns with walls and paths, yet more bushes and trees been added! and tonnes more roads etc...

Would really like feedback on the hedge rows as they are custom made by me, not in that way! ive just put a lot of crap together, made it the best to look like a hedge and put it like it looks! all the feilds ive so far worked on have been taken and worked from real satalite images! rowes, ducts, etc...

Plus More!

Link: Download Here! Beta 4.5

Thanks guys.

Edited by DarkXess

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DarkXess has kindly allowed us over at City Life RPG mod to use this map and provided us with the source code so we can hard wire our buildings on to it etc..

Thanks allot Dark and I'll keep you updated on our progress etc :D

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