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-ben-

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Everything posted by -ben-

  1. WIP Release V0.7. Archipelago intends to be exactly what it says on the tin, a series of pacific style islands of varying shapes and sizes, with smaller breakoff land masses scattered around and in between. Hopefully to allow better use of both vanilla and modded boat content, and amphibious gameplay. At this time only two of the medium islands and some surrounding islands have objects on. Mainly infantry focused, tight jungles and narrow roadways. There is currently no schedule/roadmap for updates to come, all that i can confirm is that the largest islands will likely be done last, or possibly in stages. Beyond that, everything is subject to change. Any feedback or suggestions for what to do on the other islands is welcome. Do take into consideration that the current topology of the other islands is not final, it's very rough at the moment. Download from Steam Workshop Technicals: Grid: 4096 Cell: 2m 8192m x 8192m About 355,000 objects so far. (V0.7) Known Bugs: Some trees may be really close together or the occasional tree trunk inside another. Some of the longer bridges, don't look right (have dips in them that make no sense) this is a necessary evil to have the AI reliably use them. Pics to follow. Full Album
  2. Small hotfix to put in lights that I forgot on the newest island. V0.71 + Added lights to various locations on large right island. - Tweaked Runway alignment of Sonnai Airport. Known issues: Grass/Concrete mismatch at the 22 end of the runway of Sonnai Airport.
  3. V0.7 + Added large Island on the right. + Added new satellite island above the large right island., ^ Satmap tweaks. Unfortunately it took a long ass time for an update here. (Been very busy with another project.) But this takes another step towards being finished. Enjoy
  4. I may have kind of forgot that this thread exists. So here have some pictures.
  5. -ben-

    GRAD Trenches

    Is anyone else having strange behavior with the trench preview in MP? On our dedicated box, when someone is choosing where to place the trench the model is displayed but with the center position about 20m above ground level, causing for a brief moment until it is placed a giant dirt or grass wall. I would have thought this would have been reported fairly quickly if everyone was running into it.
  6. -ben-

    Standing Static Line

    It wasn't super obvious from the two videos, but what actually controls the getting out of the plane? Is it just a normal get out action that is overwritten or is control of getting out taken away from the player and handled automatically?
  7. -ben-

    GRAD Trenches

    Am i correct in thinking that the players position is used to evaluate the surface being stood on, and therefor if you can dig or not? If so, would it feasible/make sense to change the detection to be the surface underneath the model, as i have noticed its possible to do things like block concrete roads by standing on a surface next to it and angling the player offset to the road, which will allow the digging rather than standing on the road directly. Not sure if a change like that would make things more accurate, or if the current implementation is "you are digging where you are standing and building where the trench is previewed". Was just a thought i wanted to share. 🙂
  8. V0.6 + Added new island to the top centre of the map. ^ Improved relief and texture of the satmap. Last of the medium sized islands done. Onto the bigger ones now and their satellite islands.
  9. -ben-

    GRAD Trenches

    Out of curiosity what was wrong?
  10. Mostly in game. I had help with one of the towns and a bit of its adjacent farmland on this one. But the others were solo.
  11. V0.5 + Added new island to the top left. + Added new satellite islands to either side of the central island. Well this one took more than slightly longer than i wanted it too. Got stuck in a bit of a creative rut with it, but here it is. The next update should be the last of the medium sized islands then its onto the two big boys. Not sure how long updates will take with balancing time against work on CUP Maps 2, but we shall see.
  12. Actually the whole layout of the town itself has changed, including the creation of new platform objects that most of the townhouse buildings sit on.
  13. Yeah already in on the commit i made to our dev branch. The top portion just isn't leveled correctly at the moment, as i am working in sections but it's there.
  14. A An example of some of the things to eventually make their way to the release version Cherno 2020.
  15. Some new modular platform objects coming within the next release of Terrains Core that will be available to terrain makers for third party terrains. Pieces include a base block, an angle block, 20 and 30 degree stairs and a wall section intended for the block. These pieces should allow for fairly flexible platform shapes to be created to further place objects on. There is a chance of further objects being added to these if the need arises on Chernarus 2020, which is what they were made for.
  16. Thanks for the input. I have a few ideas for a number of areas on the map already, there is also the benefit of having Chernarus Plus as an inspiration from Day Z SA. So we will see what the future brings.
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